diff options
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r-- | indra/newview/pipeline.h | 1518 |
1 files changed, 759 insertions, 759 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index bfa4009a0b..62eba72e81 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1,25 +1,25 @@ -/** +/** * @file pipeline.h * @brief Rendering pipeline definitions * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ @@ -56,8 +56,8 @@ class LLSettingsSky; typedef enum e_avatar_skinning_method { - SKIN_METHOD_SOFTWARE, - SKIN_METHOD_VERTEX_PROGRAM + SKIN_METHOD_SOFTWARE, + SKIN_METHOD_VERTEX_PROGRAM } EAvatarSkinningMethod; bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here! @@ -93,43 +93,43 @@ extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D; class LLPipeline { public: - LLPipeline(); - ~LLPipeline(); + LLPipeline(); + ~LLPipeline(); - void destroyGL(); - void restoreGL(); - void requestResizeScreenTexture(); // set flag only, no work, safer for callbacks... + void destroyGL(); + void restoreGL(); + void requestResizeScreenTexture(); // set flag only, no work, safer for callbacks... void requestResizeShadowTexture(); // set flag only, no work, safer for callbacks... - void resizeScreenTexture(); + void resizeScreenTexture(); void resizeShadowTexture(); - void releaseGLBuffers(); - void releaseLUTBuffers(); - void releaseScreenBuffers(); + void releaseGLBuffers(); + void releaseLUTBuffers(); + void releaseScreenBuffers(); void releaseShadowBuffers(); - void createGLBuffers(); - void createLUTBuffers(); + void createGLBuffers(); + void createLUTBuffers(); - //allocate the largest screen buffer possible up to resX, resY - //returns true if full size buffer allocated, false if some other size is allocated - bool allocateScreenBuffer(U32 resX, U32 resY); + //allocate the largest screen buffer possible up to resX, resY + //returns true if full size buffer allocated, false if some other size is allocated + bool allocateScreenBuffer(U32 resX, U32 resY); - typedef enum { - FBO_SUCCESS_FULLRES = 0, - FBO_SUCCESS_LOWRES, - FBO_FAILURE - } eFBOStatus; + typedef enum { + FBO_SUCCESS_FULLRES = 0, + FBO_SUCCESS_LOWRES, + FBO_FAILURE + } eFBOStatus; private: - //implementation of above, wrapped for easy error handling - eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY); + //implementation of above, wrapped for easy error handling + eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY); public: - //attempt to allocate screen buffers at resX, resY - //returns true if allocation successful, false otherwise - bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples); + //attempt to allocate screen buffers at resX, resY + //returns true if allocation successful, false otherwise + bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples); bool allocateShadowBuffer(U32 resX, U32 resY); // rebuild all LLVOVolume render batches @@ -138,7 +138,7 @@ public: void rebuildTerrain(); // Clear LLFace mVertexBuffer pointers - void resetVertexBuffers(LLDrawable* drawable); + void resetVertexBuffers(LLDrawable* drawable); // perform a profile of the given avatar // if profile_attachments is true, run a profile for each attachment @@ -148,173 +148,173 @@ public: // preview_avatar - if true, a preview window render is being performed // for_profile - if true, a profile is being performed, do not update actual impostor // specific_attachment - specific attachment to profile, or nullptr to profile entire avatar - void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false, bool for_profile = false, LLViewerObject* specific_attachment = nullptr); - - void bindScreenToTexture(); - void renderFinalize(); - void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst); - void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst); - void generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history = true); - void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst); - void generateGlow(LLRenderTarget* src); - void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst); - void renderDoF(LLRenderTarget* src, LLRenderTarget* dst); - void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst); - void combineGlow(LLRenderTarget* src, LLRenderTarget* dst); - void visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex); - - void init(); - void cleanup(); - bool isInit() { return mInitialized; }; - - /// @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, 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, LLViewerTexture *tex0 = NULL); - - /// @brief Figures out draw pool type from texture entry. Creates pool if necessary. - 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 ); - - void allocDrawable(LLViewerObject *obj); - - void unlinkDrawable(LLDrawable*); - - static void removeMutedAVsLights(LLVOAvatar*); - - // Object related methods - void markVisible(LLDrawable *drawablep, LLCamera& camera); - void markOccluder(LLSpatialGroup* group); - - void doOcclusion(LLCamera& camera); - void markNotCulled(LLSpatialGroup* group, LLCamera &camera); - void markMoved(LLDrawable *drawablep, bool damped_motion = false); - void markShift(LLDrawable *drawablep); - void markTextured(LLDrawable *drawablep); - void markGLRebuild(LLGLUpdate* glu); - void markRebuild(LLSpatialGroup* group); - void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL); - void markPartitionMove(LLDrawable* drawablep); - void markMeshDirty(LLSpatialGroup* group); - - //get the object between start and end that's closest to start. - LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - bool pick_rigged, + void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false, bool for_profile = false, LLViewerObject* specific_attachment = nullptr); + + void bindScreenToTexture(); + void renderFinalize(); + void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst); + void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst); + void generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history = true); + void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst); + void generateGlow(LLRenderTarget* src); + void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst); + void renderDoF(LLRenderTarget* src, LLRenderTarget* dst); + void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst); + void combineGlow(LLRenderTarget* src, LLRenderTarget* dst); + void visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex); + + void init(); + void cleanup(); + bool isInit() { return mInitialized; }; + + /// @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, 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, LLViewerTexture *tex0 = NULL); + + /// @brief Figures out draw pool type from texture entry. Creates pool if necessary. + 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 ); + + void allocDrawable(LLViewerObject *obj); + + void unlinkDrawable(LLDrawable*); + + static void removeMutedAVsLights(LLVOAvatar*); + + // Object related methods + void markVisible(LLDrawable *drawablep, LLCamera& camera); + void markOccluder(LLSpatialGroup* group); + + void doOcclusion(LLCamera& camera); + void markNotCulled(LLSpatialGroup* group, LLCamera &camera); + void markMoved(LLDrawable *drawablep, bool damped_motion = false); + void markShift(LLDrawable *drawablep); + void markTextured(LLDrawable *drawablep); + void markGLRebuild(LLGLUpdate* glu); + void markRebuild(LLSpatialGroup* group); + void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL); + void markPartitionMove(LLDrawable* drawablep); + void markMeshDirty(LLSpatialGroup* group); + + //get the object between start and end that's closest to start. + LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, + bool pick_transparent, + bool pick_rigged, bool pick_unselectable, bool pick_reflection_probe, - S32* face_hit, // return the face hit + S32* face_hit, // return the face hit S32* gltf_node_hit = nullptr, // return the gltf node hit S32* gltf_primitive_hit = nullptr, // return the gltf primitive hit - LLVector4a* intersection = NULL, // return the intersection point - LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point - LLVector4a* normal = NULL, // return the surface normal at the intersection point - LLVector4a* tangent = NULL // return the surface tangent at the intersection point - ); + LLVector4a* intersection = NULL, // return the intersection point + LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point + LLVector4a* normal = NULL, // return the surface normal at the intersection point + LLVector4a* tangent = NULL // return the surface tangent at the intersection point + ); - //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index - LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, - S32* face_hit); + //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index + LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, + S32* face_hit); - LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - S32* face_hit, // return the face hit - LLVector4a* intersection = NULL, // return the intersection point - LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point - LLVector4a* normal = NULL, // return the surface normal at the intersection point - LLVector4a* tangent = NULL // return the surface tangent at the intersection point - ); + LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, + bool pick_transparent, + S32* face_hit, // return the face hit + LLVector4a* intersection = NULL, // return the intersection point + LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point + LLVector4a* normal = NULL, // return the surface normal at the intersection point + LLVector4a* tangent = NULL // return the surface tangent at the intersection point + ); - // Something about these textures has changed. Dirty them. - void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures); + // Something about these textures has changed. Dirty them. + void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures); - void resetDrawOrders(); + void resetDrawOrders(); - U32 addObject(LLViewerObject *obj); + U32 addObject(LLViewerObject *obj); - void enableShadows(const bool enable_shadows); + void enableShadows(const bool enable_shadows); void releaseSpotShadowTargets(); void releaseSunShadowTargets(); void releaseSunShadowTarget(U32 index); - bool shadersLoaded(); - bool canUseWindLightShaders() const; - bool canUseAntiAliasing() const; + bool shadersLoaded(); + bool canUseWindLightShaders() const; + bool canUseAntiAliasing() const; - // phases - void resetFrameStats(); + // phases + void resetFrameStats(); - void updateMoveDampedAsync(LLDrawable* drawablep); - void updateMoveNormalAsync(LLDrawable* drawablep); - void updateMovedList(LLDrawable::drawable_vector_t& move_list); - 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 updateMoveDampedAsync(LLDrawable* drawablep); + void updateMoveNormalAsync(LLDrawable* drawablep); + void updateMovedList(LLDrawable::drawable_vector_t& move_list); + 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)); // Populate given LLCullResult with results of a frustum cull of the entire scene against the given LLCamera - void updateCull(LLCamera& camera, LLCullResult& result); - void createObjects(F32 max_dtime); - void createObject(LLViewerObject* vobj); - void processPartitionQ(); - void updateGeom(F32 max_dtime); - void updateGL(); - void rebuildPriorityGroups(); - void rebuildGroups(); - void clearRebuildGroups(); - void clearRebuildDrawables(); - - //calculate pixel area of given box from vantage point of given camera - static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera); - static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera); - - void stateSort(LLCamera& camera, LLCullResult& result); - void stateSort(LLSpatialGroup* group, LLCamera& camera); - void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE); - void stateSort(LLDrawable* drawablep, LLCamera& camera); - void postSort(LLCamera& camera); - - void forAllVisibleDrawables(void (*func)(LLDrawable*)); + void updateCull(LLCamera& camera, LLCullResult& result); + void createObjects(F32 max_dtime); + void createObject(LLViewerObject* vobj); + void processPartitionQ(); + void updateGeom(F32 max_dtime); + void updateGL(); + void rebuildPriorityGroups(); + void rebuildGroups(); + void clearRebuildGroups(); + void clearRebuildDrawables(); + + //calculate pixel area of given box from vantage point of given camera + static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera); + static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera); + + void stateSort(LLCamera& camera, LLCullResult& result); + void stateSort(LLSpatialGroup* group, LLCamera& camera); + void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE); + void stateSort(LLDrawable* drawablep, LLCamera& camera); + void postSort(LLCamera& camera); + + void forAllVisibleDrawables(void (*func)(LLDrawable*)); void renderObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); void renderGLTFObjects(U32 type, bool texture = true, bool rigged = false); - + void renderAlphaObjects(bool rigged = false); - void renderMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); + void renderMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); void renderFullbrightMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); - void renderGroups(LLRenderPass* pass, U32 type, bool texture); + void renderGroups(LLRenderPass* pass, U32 type, bool texture); void renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture); - void grabReferences(LLCullResult& result); - void clearReferences(); - - //check references will assert that there are no references in sCullResult to the provided data - void checkReferences(LLFace* face); - void checkReferences(LLDrawable* drawable); - void checkReferences(LLDrawInfo* draw_info); - void checkReferences(LLSpatialGroup* group); - - void renderGeomDeferred(LLCamera& camera, bool do_occlusion = false); - void renderGeomPostDeferred(LLCamera& camera); - void renderGeomShadow(LLCamera& camera); + void grabReferences(LLCullResult& result); + void clearReferences(); + + //check references will assert that there are no references in sCullResult to the provided data + void checkReferences(LLFace* face); + void checkReferences(LLDrawable* drawable); + void checkReferences(LLDrawInfo* draw_info); + void checkReferences(LLSpatialGroup* group); + + void renderGeomDeferred(LLCamera& camera, bool do_occlusion = false); + void renderGeomPostDeferred(LLCamera& camera); + void renderGeomShadow(LLCamera& camera); void bindLightFunc(LLGLSLShader& shader); // bind shadow maps // if setup is true, wil lset texture compare mode function and filtering options void bindShadowMaps(LLGLSLShader& shader); void bindDeferredShaderFast(LLGLSLShader& shader); - void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr, LLRenderTarget* depth_target = nullptr); - void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); + void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr, LLRenderTarget* depth_target = nullptr); + void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); - void unbindDeferredShader(LLGLSLShader& shader); + void unbindDeferredShader(LLGLSLShader& shader); // set env_mat parameter in given shader void setEnvMat(LLGLSLShader& shader); @@ -322,10 +322,10 @@ public: void bindReflectionProbes(LLGLSLShader& shader); void unbindReflectionProbes(LLGLSLShader& shader); - void renderDeferredLighting(); + void renderDeferredLighting(); // apply atmospheric haze based on contents of color and depth buffer - // should be called just before rendering water when camera is under water + // should be called just before rendering water when camera is under water // and just before rendering alpha when camera is above water void doAtmospherics(); @@ -333,367 +333,367 @@ public: // should be called just before rendering pre-water alpha objects void doWaterHaze(); - void postDeferredGammaCorrect(LLRenderTarget* screen_target); + void postDeferredGammaCorrect(LLRenderTarget* screen_target); - void generateSunShadow(LLCamera& camera); + void generateSunShadow(LLCamera& camera); LLRenderTarget* getSunShadowTarget(U32 i); LLRenderTarget* getSpotShadowTarget(U32 i); - void renderHighlight(const LLViewerObject* obj, F32 fade); - - void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp); - void renderHighlights(); - void renderDebug(); - void renderPhysicsDisplay(); - - void rebuildPools(); // Rebuild pools - - void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object - bool verify(); // Verify that all data in the pipeline is "correct" - - S32 getLightCount() const { return mLights.size(); } - - void calcNearbyLights(LLCamera& camera); - void setupHWLights(); - void setupAvatarLights(bool for_edit = false); - void enableLights(U32 mask); - void enableLightsDynamic(); - void enableLightsAvatar(); - void enableLightsPreview(); - void enableLightsAvatarEdit(const LLColor4& color); - void enableLightsFullbright(); - void disableLights(); - - void shiftObjects(const LLVector3 &offset); - - void setLight(LLDrawable *drawablep, bool is_light); - - bool hasRenderBatches(const U32 type) const; - LLCullResult::drawinfo_iterator beginRenderMap(U32 type); - LLCullResult::drawinfo_iterator endRenderMap(U32 type); - LLCullResult::sg_iterator beginAlphaGroups(); - LLCullResult::sg_iterator endAlphaGroups(); + void renderHighlight(const LLViewerObject* obj, F32 fade); + + void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp); + void renderHighlights(); + void renderDebug(); + void renderPhysicsDisplay(); + + void rebuildPools(); // Rebuild pools + + void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object + bool verify(); // Verify that all data in the pipeline is "correct" + + S32 getLightCount() const { return mLights.size(); } + + void calcNearbyLights(LLCamera& camera); + void setupHWLights(); + void setupAvatarLights(bool for_edit = false); + void enableLights(U32 mask); + void enableLightsDynamic(); + void enableLightsAvatar(); + void enableLightsPreview(); + void enableLightsAvatarEdit(const LLColor4& color); + void enableLightsFullbright(); + void disableLights(); + + void shiftObjects(const LLVector3 &offset); + + void setLight(LLDrawable *drawablep, bool is_light); + + bool hasRenderBatches(const U32 type) const; + LLCullResult::drawinfo_iterator beginRenderMap(U32 type); + LLCullResult::drawinfo_iterator endRenderMap(U32 type); + LLCullResult::sg_iterator beginAlphaGroups(); + LLCullResult::sg_iterator endAlphaGroups(); LLCullResult::sg_iterator beginRiggedAlphaGroups(); LLCullResult::sg_iterator endRiggedAlphaGroups(); - - void addTrianglesDrawn(S32 index_count); + + void addTrianglesDrawn(S32 index_count); void recordTrianglesDrawn(); - bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); } - bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); } - void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; } - void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; } - void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; } - void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; } - - bool hasRenderType(const U32 type) const; - bool hasAnyRenderType(const U32 type, ...) const; - - static bool isWaterClip(); - - void setRenderTypeMask(U32 type, ...); - // This is equivalent to 'setRenderTypeMask' - //void orRenderTypeMask(U32 type, ...); - void andRenderTypeMask(U32 type, ...); - void clearRenderTypeMask(U32 type, ...); - void setAllRenderTypes(); - void clearAllRenderTypes(); - - void pushRenderTypeMask(); - void popRenderTypeMask(); - - void pushRenderDebugFeatureMask(); - void popRenderDebugFeatureMask(); - - static void toggleRenderType(U32 type); - - // For UI control of render features - static bool hasRenderTypeControl(U32 data); - static void toggleRenderDebug(U64 data); - static void toggleRenderDebugFeature(U32 data); - static void toggleRenderTypeControl(U32 data); - static bool toggleRenderTypeControlNegated(S32 data); - static bool toggleRenderDebugControl(U64 data); - static bool toggleRenderDebugFeatureControl(U32 data); - static void setRenderDebugFeatureControl(U32 bit, bool value); - - static void setRenderParticleBeacons(bool val); - static void toggleRenderParticleBeacons(); - static bool getRenderParticleBeacons(); - - static void setRenderSoundBeacons(bool val); - static void toggleRenderSoundBeacons(); - static bool getRenderSoundBeacons(); - - static void setRenderMOAPBeacons(bool val); - static void toggleRenderMOAPBeacons(); - static bool getRenderMOAPBeacons(); - - static void setRenderPhysicalBeacons(bool val); - static void toggleRenderPhysicalBeacons(); - static bool getRenderPhysicalBeacons(); - - static void setRenderScriptedBeacons(bool val); - static void toggleRenderScriptedBeacons(); - static bool getRenderScriptedBeacons(); - - static void setRenderScriptedTouchBeacons(bool val); - static void toggleRenderScriptedTouchBeacons(); - static bool getRenderScriptedTouchBeacons(); - - static void setRenderBeacons(bool val); - static void toggleRenderBeacons(); - static bool getRenderBeacons(); - - static void setRenderHighlights(bool val); - static void toggleRenderHighlights(); - static bool getRenderHighlights(); - static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay - - static void updateRenderTransparentWater(); - static void refreshCachedSettings(); - - void addDebugBlip(const LLVector3& position, const LLColor4& color); - - void hidePermanentObjects( std::vector<U32>& restoreList ); - void restorePermanentObjects( const std::vector<U32>& restoreList ); - void skipRenderingOfTerrain( bool flag ); - void hideObject( const LLUUID& id ); - void restoreHiddenObject( const LLUUID& id ); + bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); } + bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); } + void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; } + void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; } + void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; } + void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; } + + bool hasRenderType(const U32 type) const; + bool hasAnyRenderType(const U32 type, ...) const; + + static bool isWaterClip(); + + void setRenderTypeMask(U32 type, ...); + // This is equivalent to 'setRenderTypeMask' + //void orRenderTypeMask(U32 type, ...); + void andRenderTypeMask(U32 type, ...); + void clearRenderTypeMask(U32 type, ...); + void setAllRenderTypes(); + void clearAllRenderTypes(); + + void pushRenderTypeMask(); + void popRenderTypeMask(); + + void pushRenderDebugFeatureMask(); + void popRenderDebugFeatureMask(); + + static void toggleRenderType(U32 type); + + // For UI control of render features + static bool hasRenderTypeControl(U32 data); + static void toggleRenderDebug(U64 data); + static void toggleRenderDebugFeature(U32 data); + static void toggleRenderTypeControl(U32 data); + static bool toggleRenderTypeControlNegated(S32 data); + static bool toggleRenderDebugControl(U64 data); + static bool toggleRenderDebugFeatureControl(U32 data); + static void setRenderDebugFeatureControl(U32 bit, bool value); + + static void setRenderParticleBeacons(bool val); + static void toggleRenderParticleBeacons(); + static bool getRenderParticleBeacons(); + + static void setRenderSoundBeacons(bool val); + static void toggleRenderSoundBeacons(); + static bool getRenderSoundBeacons(); + + static void setRenderMOAPBeacons(bool val); + static void toggleRenderMOAPBeacons(); + static bool getRenderMOAPBeacons(); + + static void setRenderPhysicalBeacons(bool val); + static void toggleRenderPhysicalBeacons(); + static bool getRenderPhysicalBeacons(); + + static void setRenderScriptedBeacons(bool val); + static void toggleRenderScriptedBeacons(); + static bool getRenderScriptedBeacons(); + + static void setRenderScriptedTouchBeacons(bool val); + static void toggleRenderScriptedTouchBeacons(); + static bool getRenderScriptedTouchBeacons(); + + static void setRenderBeacons(bool val); + static void toggleRenderBeacons(); + static bool getRenderBeacons(); + + static void setRenderHighlights(bool val); + static void toggleRenderHighlights(); + static bool getRenderHighlights(); + static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay + + static void updateRenderTransparentWater(); + static void refreshCachedSettings(); + + void addDebugBlip(const LLVector3& position, const LLColor4& color); + + void hidePermanentObjects( std::vector<U32>& restoreList ); + void restorePermanentObjects( const std::vector<U32>& restoreList ); + void skipRenderingOfTerrain( bool flag ); + void hideObject( const LLUUID& id ); + void restoreHiddenObject( const LLUUID& id ); void handleShadowDetailChanged(); LLReflectionMapManager mReflectionMapManager; LLHeroProbeManager mHeroProbeManager; private: - void unloadShaders(); - void addToQuickLookup( LLDrawPool* new_poolp ); - void removeFromQuickLookup( LLDrawPool* poolp ); - bool updateDrawableGeom(LLDrawable* drawable); - void assertInitializedDoError(); - bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; }; - void connectRefreshCachedSettingsSafe(const std::string name); - void hideDrawable( LLDrawable *pDrawable ); - void unhideDrawable( LLDrawable *pDrawable ); + void unloadShaders(); + void addToQuickLookup( LLDrawPool* new_poolp ); + void removeFromQuickLookup( LLDrawPool* poolp ); + bool updateDrawableGeom(LLDrawable* drawable); + void assertInitializedDoError(); + bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; }; + void connectRefreshCachedSettingsSafe(const std::string name); + void hideDrawable( LLDrawable *pDrawable ); + void unhideDrawable( LLDrawable *pDrawable ); void skipRenderingShadows(); public: - enum {GPU_CLASS_MAX = 3 }; - - 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_TERRAIN = LLDrawPool::POOL_TERRAIN, - RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, - RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, - RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK, - RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK, - RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, - RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, - RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS, - RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, - RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh - RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, - RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, - RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, + enum {GPU_CLASS_MAX = 3 }; + + 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_TERRAIN = LLDrawPool::POOL_TERRAIN, + RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, + RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, + RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK, + RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK, + RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, + RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, + RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS, + RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, + RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh + RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, + RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, + RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, RENDER_TYPE_GLTF_PBR = LLDrawPool::POOL_GLTF_PBR, RENDER_TYPE_GLTF_PBR_ALPHA_MASK = LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK, - RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, + RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, RENDER_TYPE_ALPHA_PRE_WATER = LLDrawPool::POOL_ALPHA_PRE_WATER, RENDER_TYPE_ALPHA_POST_WATER = LLDrawPool::POOL_ALPHA_POST_WATER, - RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, - RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE, + RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, + RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE, RENDER_TYPE_PASS_SIMPLE_RIGGED = LLRenderPass::PASS_SIMPLE_RIGGED, - RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS, - RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT, + RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS, + RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT, RENDER_TYPE_PASS_FULLBRIGHT_RIGGED = LLRenderPass::PASS_FULLBRIGHT_RIGGED, - RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE, + RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE, RENDER_TYPE_PASS_INVISIBLE_RIGGED = LLRenderPass::PASS_INVISIBLE_RIGGED, - RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY, + RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY, RENDER_TYPE_PASS_INVISI_SHINY_RIGGED = LLRenderPass::PASS_INVISI_SHINY_RIGGED, - RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY, + RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY, RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED = LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED, - RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY, + RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY, RENDER_TYPE_PASS_SHINY_RIGGED = LLRenderPass::PASS_SHINY_RIGGED, - RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP, + RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP, RENDER_TYPE_PASS_BUMP_RIGGED = LLRenderPass::PASS_BUMP_RIGGED, - RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP, + RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP, RENDER_TYPE_PASS_POST_BUMP_RIGGED = LLRenderPass::PASS_POST_BUMP_RIGGED, - RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW, + RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW, RENDER_TYPE_PASS_GLOW_RIGGED = LLRenderPass::PASS_GLOW_RIGGED, RENDER_TYPE_PASS_GLTF_GLOW = LLRenderPass::PASS_GLTF_GLOW, RENDER_TYPE_PASS_GLTF_GLOW_RIGGED = LLRenderPass::PASS_GLTF_GLOW_RIGGED, - RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA, - RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK, + RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA, + RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK, RENDER_TYPE_PASS_ALPHA_MASK_RIGGED = LLRenderPass::PASS_ALPHA_MASK_RIGGED, - RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, + RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, - RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL, + RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL, RENDER_TYPE_PASS_MATERIAL_RIGGED = LLRenderPass::PASS_MATERIAL_RIGGED, - RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA, + RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA, RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_RIGGED, - RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK, + RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK, RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, - RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, + RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP, + RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP, RENDER_TYPE_PASS_SPECMAP_RIGGED = LLRenderPass::PASS_SPECMAP_RIGGED, - RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND, + RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND, RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED = LLRenderPass::PASS_SPECMAP_BLEND_RIGGED, - RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK, + RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK, RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED = LLRenderPass::PASS_SPECMAP_MASK_RIGGED, - RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE, + RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE, RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP, + RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP, RENDER_TYPE_PASS_NORMMAP_RIGGED = LLRenderPass::PASS_NORMMAP_RIGGED, - RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND, + RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND, RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED = LLRenderPass::PASS_NORMMAP_BLEND_RIGGED, - RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK, + RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK, RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED = LLRenderPass::PASS_NORMMAP_MASK_RIGGED, - RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE, + RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE, RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC, + RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC, RENDER_TYPE_PASS_NORMSPEC_RIGGED = LLRenderPass::PASS_NORMSPEC_RIGGED, - RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND, + RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND, RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED = LLRenderPass::PASS_NORMSPEC_BLEND_RIGGED, - RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK, + RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK, RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED = LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, - RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE, + RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE, RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, RENDER_TYPE_PASS_GLTF_PBR = LLRenderPass::PASS_GLTF_PBR, RENDER_TYPE_PASS_GLTF_PBR_RIGGED = LLRenderPass::PASS_GLTF_PBR_RIGGED, RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK, RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED, - // Following are object types (only used in drawable mRenderType) - RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES, - RENDER_TYPE_VOLUME, - RENDER_TYPE_PARTICLES, - RENDER_TYPE_CLOUDS, - RENDER_TYPE_HUD_PARTICLES, - NUM_RENDER_TYPES, - END_RENDER_TYPES = NUM_RENDER_TYPES - }; - - enum LLRenderDebugFeatureMask - { - RENDER_DEBUG_FEATURE_UI = 0x0001, - RENDER_DEBUG_FEATURE_SELECTED = 0x0002, - RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004, - RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008, -// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010, - RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010, - RENDER_DEBUG_FEATURE_FOG = 0x0020, - RENDER_DEBUG_FEATURE_FR_INFO = 0x0080, - RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100, - }; - - enum LLRenderDebugMask: U64 - { - RENDER_DEBUG_COMPOSITION = 0x00000001, - RENDER_DEBUG_VERIFY = 0x00000002, - RENDER_DEBUG_BBOXES = 0x00000004, - RENDER_DEBUG_OCTREE = 0x00000008, - RENDER_DEBUG_WIND_VECTORS = 0x00000010, - RENDER_DEBUG_OCCLUSION = 0x00000020, - RENDER_DEBUG_POINTS = 0x00000040, - RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080, - RENDER_DEBUG_TEXTURE_AREA = 0x00000100, - RENDER_DEBUG_FACE_AREA = 0x00000200, - RENDER_DEBUG_PARTICLES = 0x00000400, - RENDER_DEBUG_GLOW = 0x00000800, // not used - RENDER_DEBUG_TEXTURE_ANIM = 0x00001000, - RENDER_DEBUG_LIGHTS = 0x00002000, - RENDER_DEBUG_BATCH_SIZE = 0x00004000, - RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used - RENDER_DEBUG_RAYCAST = 0x00010000, - RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000, - RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000, - RENDER_DEBUG_SCULPTED = 0x00080000, - RENDER_DEBUG_AVATAR_VOLUME = 0x00100000, - RENDER_DEBUG_AVATAR_JOINTS = 0x00200000, - RENDER_DEBUG_AGENT_TARGET = 0x00800000, - RENDER_DEBUG_UPDATE_TYPE = 0x01000000, - RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000, - RENDER_DEBUG_NORMALS = 0x04000000, - RENDER_DEBUG_LOD_INFO = 0x08000000, + // Following are object types (only used in drawable mRenderType) + RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES, + RENDER_TYPE_VOLUME, + RENDER_TYPE_PARTICLES, + RENDER_TYPE_CLOUDS, + RENDER_TYPE_HUD_PARTICLES, + NUM_RENDER_TYPES, + END_RENDER_TYPES = NUM_RENDER_TYPES + }; + + enum LLRenderDebugFeatureMask + { + RENDER_DEBUG_FEATURE_UI = 0x0001, + RENDER_DEBUG_FEATURE_SELECTED = 0x0002, + RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004, + RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008, +// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010, + RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010, + RENDER_DEBUG_FEATURE_FOG = 0x0020, + RENDER_DEBUG_FEATURE_FR_INFO = 0x0080, + RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100, + }; + + enum LLRenderDebugMask: U64 + { + RENDER_DEBUG_COMPOSITION = 0x00000001, + RENDER_DEBUG_VERIFY = 0x00000002, + RENDER_DEBUG_BBOXES = 0x00000004, + RENDER_DEBUG_OCTREE = 0x00000008, + RENDER_DEBUG_WIND_VECTORS = 0x00000010, + RENDER_DEBUG_OCCLUSION = 0x00000020, + RENDER_DEBUG_POINTS = 0x00000040, + RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080, + RENDER_DEBUG_TEXTURE_AREA = 0x00000100, + RENDER_DEBUG_FACE_AREA = 0x00000200, + RENDER_DEBUG_PARTICLES = 0x00000400, + RENDER_DEBUG_GLOW = 0x00000800, // not used + RENDER_DEBUG_TEXTURE_ANIM = 0x00001000, + RENDER_DEBUG_LIGHTS = 0x00002000, + RENDER_DEBUG_BATCH_SIZE = 0x00004000, + RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used + RENDER_DEBUG_RAYCAST = 0x00010000, + RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000, + RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000, + RENDER_DEBUG_SCULPTED = 0x00080000, + RENDER_DEBUG_AVATAR_VOLUME = 0x00100000, + RENDER_DEBUG_AVATAR_JOINTS = 0x00200000, + RENDER_DEBUG_AGENT_TARGET = 0x00800000, + RENDER_DEBUG_UPDATE_TYPE = 0x01000000, + RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000, + RENDER_DEBUG_NORMALS = 0x04000000, + RENDER_DEBUG_LOD_INFO = 0x08000000, RENDER_DEBUG_NODES = 0x20000000, - RENDER_DEBUG_TEXEL_DENSITY = 0x40000000, - RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000, - RENDER_DEBUG_IMPOSTORS = 0x100000000, + RENDER_DEBUG_TEXEL_DENSITY = 0x40000000, + RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000, + RENDER_DEBUG_IMPOSTORS = 0x100000000, RENDER_DEBUG_REFLECTION_PROBES = 0x200000000, RENDER_DEBUG_PROBE_UPDATES = 0x400000000, - }; + }; public: - - LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj); - - void updateCamera(bool reset = false); - - LLVector3 mFlyCamPosition; - LLQuaternion mFlyCamRotation; - - bool mBackfaceCull; - S32 mMatrixOpCount; - S32 mTextureMatrixOps; - S32 mNumVisibleNodes; - - S32 mDebugTextureUploadCost; - S32 mDebugSculptUploadCost; - S32 mDebugMeshUploadCost; - - S32 mNumVisibleFaces; - - S32 mPoissonOffset; - - static S32 sCompiles; - - static bool sShowHUDAttachments; - static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures. - static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write - static bool sAutoMaskAlphaDeferred; - static bool sAutoMaskAlphaNonDeferred; - static bool sRenderTransparentWater; - static bool sBakeSunlight; - static bool sNoAlpha; - static bool sUseFarClip; - static bool sShadowRender; - static bool sDynamicLOD; - static bool sPickAvatar; - static bool sReflectionRender; - static bool sDistortionRender; - static bool sImpostorRender; - static bool sImpostorRenderAlphaDepthPass; - static bool sUnderWaterRender; - static bool sRenderGlow; - static bool sTextureBindTest; - static bool sRenderAttachedLights; - static bool sRenderAttachedParticles; - static bool sRenderDeferred; - static bool sReflectionProbesEnabled; - static S32 sVisibleLightCount; - static bool sRenderingHUDs; + + LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj); + + void updateCamera(bool reset = false); + + LLVector3 mFlyCamPosition; + LLQuaternion mFlyCamRotation; + + bool mBackfaceCull; + S32 mMatrixOpCount; + S32 mTextureMatrixOps; + S32 mNumVisibleNodes; + + S32 mDebugTextureUploadCost; + S32 mDebugSculptUploadCost; + S32 mDebugMeshUploadCost; + + S32 mNumVisibleFaces; + + S32 mPoissonOffset; + + static S32 sCompiles; + + static bool sShowHUDAttachments; + static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures. + static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write + static bool sAutoMaskAlphaDeferred; + static bool sAutoMaskAlphaNonDeferred; + static bool sRenderTransparentWater; + static bool sBakeSunlight; + static bool sNoAlpha; + static bool sUseFarClip; + static bool sShadowRender; + static bool sDynamicLOD; + static bool sPickAvatar; + static bool sReflectionRender; + static bool sDistortionRender; + static bool sImpostorRender; + static bool sImpostorRenderAlphaDepthPass; + static bool sUnderWaterRender; + static bool sRenderGlow; + static bool sTextureBindTest; + static bool sRenderAttachedLights; + static bool sRenderAttachedParticles; + static bool sRenderDeferred; + static bool sReflectionProbesEnabled; + static S32 sVisibleLightCount; + static bool sRenderingHUDs; static F32 sDistortionWaterClipPlaneMargin; - static LLTrace::EventStatHandle<S64> sStatBatchSize; + static LLTrace::EventStatHandle<S64> sStatBatchSize; class RenderTargetPack { public: - U32 width = 0; - U32 height = 0; + U32 width = 0; + U32 height = 0; //screen texture - LLRenderTarget screen; - LLRenderTarget uiScreen; - LLRenderTarget deferredScreen; - LLRenderTarget fxaaBuffer; - LLRenderTarget edgeMap; - LLRenderTarget deferredLight; + LLRenderTarget screen; + LLRenderTarget uiScreen; + LLRenderTarget deferredScreen; + LLRenderTarget fxaaBuffer; + LLRenderTarget edgeMap; + LLRenderTarget deferredLight; //sun shadow map - LLRenderTarget shadow[4]; + LLRenderTarget shadow[4]; }; // main full resoltuion render target @@ -703,7 +703,7 @@ public: // used by reflection probes and dynamic texture bakes RenderTargetPack mAuxillaryRT; - // Auxillary render target pack scaled to the hero probe's per-face size. + // Auxillary render target pack scaled to the hero probe's per-face size. RenderTargetPack mHeroProbeRT; // currently used render target pack @@ -729,336 +729,336 @@ public: LLCullResult mReflectedObjects; LLCullResult mRefractedObjects; - //utility buffers for rendering post effects - LLPointer<LLVertexBuffer> mDeferredVB; + //utility buffers for rendering post effects + LLPointer<LLVertexBuffer> mDeferredVB; // a single triangle that covers the whole screen LLPointer<LLVertexBuffer> mScreenTriangleVB; - //utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1] - LLPointer<LLVertexBuffer> mCubeVB; + //utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1] + LLPointer<LLVertexBuffer> mCubeVB; //list of currently bound reflection maps std::vector<LLReflectionMap*> mReflectionMaps; - std::vector<LLVector3> mShadowFrustPoints[4]; - LLVector4 mShadowError; - LLVector4 mShadowFOV; - LLVector3 mShadowFrustOrigin[4]; - LLCamera mShadowCamera[8]; - LLVector3 mShadowExtents[4][2]; + std::vector<LLVector3> mShadowFrustPoints[4]; + LLVector4 mShadowError; + LLVector4 mShadowFOV; + LLVector3 mShadowFrustOrigin[4]; + LLCamera mShadowCamera[8]; + LLVector3 mShadowExtents[4][2]; // TODO : separate Sun Shadow and Spot Shadow matrices - glh::matrix4f mSunShadowMatrix[6]; - glh::matrix4f mShadowModelview[6]; - glh::matrix4f mShadowProjection[6]; + glh::matrix4f mSunShadowMatrix[6]; + glh::matrix4f mShadowModelview[6]; + glh::matrix4f mShadowProjection[6]; glh::matrix4f mReflectionModelView; - LLPointer<LLDrawable> mShadowSpotLight[2]; - F32 mSpotLightFade[2]; - LLPointer<LLDrawable> mTargetShadowSpotLight[2]; + LLPointer<LLDrawable> mShadowSpotLight[2]; + F32 mSpotLightFade[2]; + LLPointer<LLDrawable> mTargetShadowSpotLight[2]; - LLVector4 mSunClipPlanes; - LLVector4 mSunOrthoClipPlanes; - LLVector2 mScreenScale; + LLVector4 mSunClipPlanes; + LLVector4 mSunOrthoClipPlanes; + LLVector2 mScreenScale; - //water distortion texture (refraction) - LLRenderTarget mWaterDis; + //water distortion texture (refraction) + LLRenderTarget mWaterDis; static const U32 MAX_BAKE_WIDTH; - //texture for making the glow - LLRenderTarget mGlow[3]; + //texture for making the glow + LLRenderTarget mGlow[3]; - //noise map - U32 mNoiseMap; - U32 mTrueNoiseMap; - U32 mLightFunc; + //noise map + U32 mNoiseMap; + U32 mTrueNoiseMap; + U32 mLightFunc; - LLColor4 mSunDiffuse; - LLColor4 mMoonDiffuse; - LLVector4 mSunDir; - LLVector4 mMoonDir; + LLColor4 mSunDiffuse; + LLColor4 mMoonDiffuse; + LLVector4 mSunDir; + LLVector4 mMoonDir; bool mNeedsShadowTargetClear; - LLVector4 mTransformedSunDir; - LLVector4 mTransformedMoonDir; + LLVector4 mTransformedSunDir; + LLVector4 mTransformedMoonDir; - bool mInitialized; - bool mShadersLoaded; + bool mInitialized; + bool mShadersLoaded; - U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback + U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback protected: - bool mRenderTypeEnabled[NUM_RENDER_TYPES]; - std::stack<std::string> mRenderTypeEnableStack; - - U32 mRenderDebugFeatureMask; - U64 mRenderDebugMask; - U64 mOldRenderDebugMask; - std::stack<U32> mRenderDebugFeatureStack; - - ///////////////////////////////////////////// - // - // - LLDrawable::drawable_vector_t mMovedList; - LLDrawable::drawable_vector_t mMovedBridge; - LLDrawable::drawable_vector_t mShiftList; - - ///////////////////////////////////////////// - // - // - struct Light - { - Light(LLDrawable* ptr, F32 d, F32 f = 0.0f) - : drawable(ptr), - dist(d), - fade(f) - {} - LLPointer<LLDrawable> drawable; - F32 dist; - F32 fade; - struct compare - { - bool operator()(const Light& a, const Light& b) const - { - if ( a.dist < b.dist ) - return true; - else if ( a.dist > b.dist ) - return false; - else - return a.drawable < b.drawable; - } - }; - }; - typedef std::set< Light, Light::compare > light_set_t; - - LLDrawable::ordered_drawable_set_t mLights; - light_set_t mNearbyLights; // lights near camera - LLColor4 mHWLightColors[8]; - - ///////////////////////////////////////////// - // - // Different queues of drawables being processed. - // - LLDrawable::drawable_list_t mBuildQ1; // priority - LLSpatialGroup::sg_vector_t mGroupQ1; //priority - - LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref - - LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called - U32 mMeshDirtyQueryObject; - - LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius - - bool mGroupQ1Locked; - - bool mResetVertexBuffers; //if true, clear vertex buffers on next update - - LLViewerObject::vobj_list_t mCreateQ; - - 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); - } - }; - - ////////////////////////////////////////////////// - // - // Draw pools are responsible for storing all rendered data, - // and performing the actual rendering of objects. - // - struct compare_pools - { - bool operator()(const LLDrawPool* a, const LLDrawPool* b) const - { - if (!a) - return true; - else if (!b) - return false; - else - { - S32 atype = a->getType(); - S32 btype = b->getType(); - if (atype < btype) - return true; - else if (atype > btype) - return false; - else - return a->getId() < b->getId(); - } - } - }; - typedef std::set<LLDrawPool*, compare_pools > pool_set_t; - pool_set_t mPools; - LLDrawPool* mLastRebuildPool; - - // For quick-lookups into mPools (mapped by texture pointer) - std::map<uintptr_t, LLDrawPool*> mTerrainPools; - std::map<uintptr_t, LLDrawPool*> mTreePools; - LLDrawPoolAlpha* mAlphaPoolPreWater = nullptr; + bool mRenderTypeEnabled[NUM_RENDER_TYPES]; + std::stack<std::string> mRenderTypeEnableStack; + + U32 mRenderDebugFeatureMask; + U64 mRenderDebugMask; + U64 mOldRenderDebugMask; + std::stack<U32> mRenderDebugFeatureStack; + + ///////////////////////////////////////////// + // + // + LLDrawable::drawable_vector_t mMovedList; + LLDrawable::drawable_vector_t mMovedBridge; + LLDrawable::drawable_vector_t mShiftList; + + ///////////////////////////////////////////// + // + // + struct Light + { + Light(LLDrawable* ptr, F32 d, F32 f = 0.0f) + : drawable(ptr), + dist(d), + fade(f) + {} + LLPointer<LLDrawable> drawable; + F32 dist; + F32 fade; + struct compare + { + bool operator()(const Light& a, const Light& b) const + { + if ( a.dist < b.dist ) + return true; + else if ( a.dist > b.dist ) + return false; + else + return a.drawable < b.drawable; + } + }; + }; + typedef std::set< Light, Light::compare > light_set_t; + + LLDrawable::ordered_drawable_set_t mLights; + light_set_t mNearbyLights; // lights near camera + LLColor4 mHWLightColors[8]; + + ///////////////////////////////////////////// + // + // Different queues of drawables being processed. + // + LLDrawable::drawable_list_t mBuildQ1; // priority + LLSpatialGroup::sg_vector_t mGroupQ1; //priority + + LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref + + LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called + U32 mMeshDirtyQueryObject; + + LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius + + bool mGroupQ1Locked; + + bool mResetVertexBuffers; //if true, clear vertex buffers on next update + + LLViewerObject::vobj_list_t mCreateQ; + + 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); + } + }; + + ////////////////////////////////////////////////// + // + // Draw pools are responsible for storing all rendered data, + // and performing the actual rendering of objects. + // + struct compare_pools + { + bool operator()(const LLDrawPool* a, const LLDrawPool* b) const + { + if (!a) + return true; + else if (!b) + return false; + else + { + S32 atype = a->getType(); + S32 btype = b->getType(); + if (atype < btype) + return true; + else if (atype > btype) + return false; + else + return a->getId() < b->getId(); + } + } + }; + typedef std::set<LLDrawPool*, compare_pools > pool_set_t; + pool_set_t mPools; + LLDrawPool* mLastRebuildPool; + + // For quick-lookups into mPools (mapped by texture pointer) + std::map<uintptr_t, LLDrawPool*> mTerrainPools; + std::map<uintptr_t, LLDrawPool*> mTreePools; + LLDrawPoolAlpha* mAlphaPoolPreWater = nullptr; LLDrawPoolAlpha* mAlphaPoolPostWater = nullptr; - LLDrawPool* mSkyPool = nullptr; - LLDrawPool* mTerrainPool = nullptr; - LLDrawPool* mWaterPool = nullptr; - LLRenderPass* mSimplePool = nullptr; - LLRenderPass* mGrassPool = nullptr; - LLRenderPass* mAlphaMaskPool = nullptr; - LLRenderPass* mFullbrightAlphaMaskPool = nullptr; - LLRenderPass* mFullbrightPool = nullptr; - LLDrawPool* mGlowPool = nullptr; - LLDrawPool* mBumpPool = nullptr; - LLDrawPool* mMaterialsPool = nullptr; - LLDrawPool* mWLSkyPool = nullptr; - LLDrawPool* mPBROpaquePool = nullptr; + LLDrawPool* mSkyPool = nullptr; + LLDrawPool* mTerrainPool = nullptr; + LLDrawPool* mWaterPool = nullptr; + LLRenderPass* mSimplePool = nullptr; + LLRenderPass* mGrassPool = nullptr; + LLRenderPass* mAlphaMaskPool = nullptr; + LLRenderPass* mFullbrightAlphaMaskPool = nullptr; + LLRenderPass* mFullbrightPool = nullptr; + LLDrawPool* mGlowPool = nullptr; + LLDrawPool* mBumpPool = nullptr; + LLDrawPool* mMaterialsPool = nullptr; + LLDrawPool* mWLSkyPool = nullptr; + LLDrawPool* mPBROpaquePool = nullptr; LLDrawPool* mPBRAlphaMaskPool = nullptr; - // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar - + // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar + public: - std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects + std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects protected: - std::vector<LLFace*> mSelectedFaces; - - class DebugBlip - { - public: - LLColor4 mColor; - LLVector3 mPosition; - F32 mAge; - - DebugBlip(const LLVector3& position, const LLColor4& color) - : mColor(color), mPosition(position), mAge(0.f) - { } - }; - - std::list<DebugBlip> mDebugBlips; - - LLPointer<LLViewerFetchedTexture> mFaceSelectImagep; - - U32 mLightMask; - U32 mLightMovingMask; - - static bool sRenderPhysicalBeacons; - static bool sRenderMOAPBeacons; - static bool sRenderScriptedTouchBeacons; - static bool sRenderScriptedBeacons; - static bool sRenderParticleBeacons; - static bool sRenderSoundBeacons; + std::vector<LLFace*> mSelectedFaces; + + class DebugBlip + { + public: + LLColor4 mColor; + LLVector3 mPosition; + F32 mAge; + + DebugBlip(const LLVector3& position, const LLColor4& color) + : mColor(color), mPosition(position), mAge(0.f) + { } + }; + + std::list<DebugBlip> mDebugBlips; + + LLPointer<LLViewerFetchedTexture> mFaceSelectImagep; + + U32 mLightMask; + U32 mLightMovingMask; + + static bool sRenderPhysicalBeacons; + static bool sRenderMOAPBeacons; + static bool sRenderScriptedTouchBeacons; + static bool sRenderScriptedBeacons; + static bool sRenderParticleBeacons; + static bool sRenderSoundBeacons; public: - static bool sRenderBeacons; - static bool sRenderHighlight; - - // Determines which set of UVs to use in highlight display - // - static LLRender::eTexIndex sRenderHighlightTextureChannel; - - //debug use - static U32 sCurRenderPoolType ; - - //cached settings - static bool WindLightUseAtmosShaders; - static bool RenderDeferred; - static F32 RenderDeferredSunWash; - static U32 RenderFSAASamples; - static U32 RenderResolutionDivisor; - static bool RenderUIBuffer; - static S32 RenderShadowDetail; + static bool sRenderBeacons; + static bool sRenderHighlight; + + // Determines which set of UVs to use in highlight display + // + static LLRender::eTexIndex sRenderHighlightTextureChannel; + + //debug use + static U32 sCurRenderPoolType ; + + //cached settings + static bool WindLightUseAtmosShaders; + static bool RenderDeferred; + static F32 RenderDeferredSunWash; + static U32 RenderFSAASamples; + static U32 RenderResolutionDivisor; + static bool RenderUIBuffer; + static S32 RenderShadowDetail; static S32 RenderShadowSplits; - static bool RenderDeferredSSAO; - static F32 RenderShadowResolutionScale; - static bool RenderDelayCreation; - static bool RenderAnimateRes; - static bool FreezeTime; - static S32 DebugBeaconLineWidth; - static F32 RenderHighlightBrightness; - static LLColor4 RenderHighlightColor; - static F32 RenderHighlightThickness; - static bool RenderSpotLightsInNondeferred; - static LLColor4 PreviewAmbientColor; - static LLColor4 PreviewDiffuse0; - static LLColor4 PreviewSpecular0; - static LLColor4 PreviewDiffuse1; - static LLColor4 PreviewSpecular1; - static LLColor4 PreviewDiffuse2; - static LLColor4 PreviewSpecular2; - static LLVector3 PreviewDirection0; - static LLVector3 PreviewDirection1; - static LLVector3 PreviewDirection2; - static F32 RenderGlowMinLuminance; - static F32 RenderGlowMaxExtractAlpha; - static F32 RenderGlowWarmthAmount; - static LLVector3 RenderGlowLumWeights; - static LLVector3 RenderGlowWarmthWeights; - static S32 RenderGlowResolutionPow; - static S32 RenderGlowIterations; - static F32 RenderGlowWidth; - static F32 RenderGlowStrength; - static bool RenderGlowNoise; - static bool RenderDepthOfField; - static bool RenderDepthOfFieldInEditMode; - static F32 CameraFocusTransitionTime; - static F32 CameraFNumber; - static F32 CameraFocalLength; - static F32 CameraFieldOfView; - static F32 RenderShadowNoise; - static F32 RenderShadowBlurSize; - static F32 RenderSSAOScale; - static U32 RenderSSAOMaxScale; - static F32 RenderSSAOFactor; - static LLVector3 RenderSSAOEffect; - static F32 RenderShadowOffsetError; - static F32 RenderShadowBiasError; - static F32 RenderShadowOffset; - static F32 RenderShadowBias; - static F32 RenderSpotShadowOffset; - static F32 RenderSpotShadowBias; + static bool RenderDeferredSSAO; + static F32 RenderShadowResolutionScale; + static bool RenderDelayCreation; + static bool RenderAnimateRes; + static bool FreezeTime; + static S32 DebugBeaconLineWidth; + static F32 RenderHighlightBrightness; + static LLColor4 RenderHighlightColor; + static F32 RenderHighlightThickness; + static bool RenderSpotLightsInNondeferred; + static LLColor4 PreviewAmbientColor; + static LLColor4 PreviewDiffuse0; + static LLColor4 PreviewSpecular0; + static LLColor4 PreviewDiffuse1; + static LLColor4 PreviewSpecular1; + static LLColor4 PreviewDiffuse2; + static LLColor4 PreviewSpecular2; + static LLVector3 PreviewDirection0; + static LLVector3 PreviewDirection1; + static LLVector3 PreviewDirection2; + static F32 RenderGlowMinLuminance; + static F32 RenderGlowMaxExtractAlpha; + static F32 RenderGlowWarmthAmount; + static LLVector3 RenderGlowLumWeights; + static LLVector3 RenderGlowWarmthWeights; + static S32 RenderGlowResolutionPow; + static S32 RenderGlowIterations; + static F32 RenderGlowWidth; + static F32 RenderGlowStrength; + static bool RenderGlowNoise; + static bool RenderDepthOfField; + static bool RenderDepthOfFieldInEditMode; + static F32 CameraFocusTransitionTime; + static F32 CameraFNumber; + static F32 CameraFocalLength; + static F32 CameraFieldOfView; + static F32 RenderShadowNoise; + static F32 RenderShadowBlurSize; + static F32 RenderSSAOScale; + static U32 RenderSSAOMaxScale; + static F32 RenderSSAOFactor; + static LLVector3 RenderSSAOEffect; + static F32 RenderShadowOffsetError; + static F32 RenderShadowBiasError; + static F32 RenderShadowOffset; + static F32 RenderShadowBias; + static F32 RenderSpotShadowOffset; + static F32 RenderSpotShadowBias; static LLDrawable* RenderSpotLight; - static F32 RenderEdgeDepthCutoff; - static F32 RenderEdgeNormCutoff; - static LLVector3 RenderShadowGaussian; - static F32 RenderShadowBlurDistFactor; - static bool RenderDeferredAtmospheric; - static F32 RenderHighlightFadeTime; - static F32 RenderFarClip; - static LLVector3 RenderShadowSplitExponent; - static F32 RenderShadowErrorCutoff; - static F32 RenderShadowFOVCutoff; - static bool CameraOffset; - static F32 CameraMaxCoF; - static F32 CameraDoFResScale; - static F32 RenderAutoHideSurfaceAreaLimit; - static bool RenderScreenSpaceReflections; + static F32 RenderEdgeDepthCutoff; + static F32 RenderEdgeNormCutoff; + static LLVector3 RenderShadowGaussian; + static F32 RenderShadowBlurDistFactor; + static bool RenderDeferredAtmospheric; + static F32 RenderHighlightFadeTime; + static F32 RenderFarClip; + static LLVector3 RenderShadowSplitExponent; + static F32 RenderShadowErrorCutoff; + static F32 RenderShadowFOVCutoff; + static bool CameraOffset; + static F32 CameraMaxCoF; + static F32 CameraDoFResScale; + static F32 RenderAutoHideSurfaceAreaLimit; + static bool RenderScreenSpaceReflections; static S32 RenderScreenSpaceReflectionIterations; - static F32 RenderScreenSpaceReflectionRayStep; - static F32 RenderScreenSpaceReflectionDistanceBias; - static F32 RenderScreenSpaceReflectionDepthRejectBias; - static F32 RenderScreenSpaceReflectionAdaptiveStepMultiplier; - static S32 RenderScreenSpaceReflectionGlossySamples; - static S32 RenderBufferVisualization; - static bool RenderMirrors; - static S32 RenderHeroProbeUpdateRate; + static F32 RenderScreenSpaceReflectionRayStep; + static F32 RenderScreenSpaceReflectionDistanceBias; + static F32 RenderScreenSpaceReflectionDepthRejectBias; + static F32 RenderScreenSpaceReflectionAdaptiveStepMultiplier; + static S32 RenderScreenSpaceReflectionGlossySamples; + static S32 RenderBufferVisualization; + static bool RenderMirrors; + static S32 RenderHeroProbeUpdateRate; static S32 RenderHeroProbeConservativeUpdateMultiplier; }; |