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-rw-r--r--indra/newview/pipeline.h1518
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;
};