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-rw-r--r--indra/newview/pipeline.h155
1 files changed, 117 insertions, 38 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 0661de8cec..3c4e389ce0 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -72,7 +72,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL setup_hud_matrices(); // use whole screen to render hud
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
-glh::matrix4f glh_copy_matrix(GLdouble* src);
+glh::matrix4f glh_copy_matrix(F32* src);
glh::matrix4f glh_get_current_modelview();
void glh_set_current_modelview(const glh::matrix4f& mat);
glh::matrix4f glh_get_current_projection();
@@ -111,6 +111,7 @@ public:
void destroyGL();
void restoreGL();
void resetVertexBuffers();
+ void doResetVertexBuffers();
void resizeScreenTexture();
void releaseGLBuffers();
void releaseScreenBuffers();
@@ -231,7 +232,7 @@ public:
void postSort(LLCamera& camera);
void forAllVisibleDrawables(void (*func)(LLDrawable*));
- void renderObjects(U32 type, U32 mask, BOOL texture = TRUE);
+ void renderObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
void renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture);
void grabReferences(LLCullResult& result);
@@ -248,7 +249,7 @@ public:
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera);
void renderGeomShadow(LLCamera& camera);
- void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF);
+ void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
@@ -262,7 +263,6 @@ public:
void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE);
- void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
@@ -360,7 +360,7 @@ public:
static BOOL getRenderHighlights(void* data);
static void updateRenderDeferred();
- static void refreshRenderDeferred();
+ static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
@@ -408,7 +408,6 @@ public:
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
- RENDER_TYPE_PASS_ALPHA_SHADOW = LLRenderPass::PASS_ALPHA_SHADOW,
// Following are object types (only used in drawable mRenderType)
RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
RENDER_TYPE_VOLUME,
@@ -434,34 +433,35 @@ public:
enum LLRenderDebugMask
{
- RENDER_DEBUG_COMPOSITION = 0x0000001,
- RENDER_DEBUG_VERIFY = 0x0000002,
- RENDER_DEBUG_BBOXES = 0x0000004,
- RENDER_DEBUG_OCTREE = 0x0000008,
- RENDER_DEBUG_WIND_VECTORS = 0x0000010,
- RENDER_DEBUG_OCCLUSION = 0x0000020,
- RENDER_DEBUG_POINTS = 0x0000040,
- RENDER_DEBUG_TEXTURE_PRIORITY = 0x0000080,
- RENDER_DEBUG_TEXTURE_AREA = 0x0000100,
- RENDER_DEBUG_FACE_AREA = 0x0000200,
- RENDER_DEBUG_PARTICLES = 0x0000400,
- RENDER_DEBUG_GLOW = 0x0000800,
- RENDER_DEBUG_TEXTURE_ANIM = 0x0001000,
- RENDER_DEBUG_LIGHTS = 0x0002000,
- RENDER_DEBUG_BATCH_SIZE = 0x0004000,
- RENDER_DEBUG_ALPHA_BINS = 0x0008000,
- RENDER_DEBUG_RAYCAST = 0x0010000,
- RENDER_DEBUG_SHAME = 0x0020000,
- RENDER_DEBUG_SHADOW_FRUSTA = 0x0040000,
- RENDER_DEBUG_SCULPTED = 0x0080000,
- RENDER_DEBUG_AVATAR_VOLUME = 0x0100000,
- RENDER_DEBUG_BUILD_QUEUE = 0x0200000,
- RENDER_DEBUG_AGENT_TARGET = 0x0400000,
- RENDER_DEBUG_UPDATE_TYPE = 0x0800000,
- RENDER_DEBUG_PHYSICS_SHAPES = 0x1000000,
- RENDER_DEBUG_NORMALS = 0x2000000,
- RENDER_DEBUG_LOD_INFO = 0x4000000,
- RENDER_DEBUG_RENDER_COMPLEXITY = 0x8000000
+ 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,
+ RENDER_DEBUG_TEXTURE_ANIM = 0x00001000,
+ RENDER_DEBUG_LIGHTS = 0x00002000,
+ RENDER_DEBUG_BATCH_SIZE = 0x00004000,
+ RENDER_DEBUG_ALPHA_BINS = 0x00008000,
+ RENDER_DEBUG_RAYCAST = 0x00010000,
+ RENDER_DEBUG_SHAME = 0x00020000,
+ RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
+ RENDER_DEBUG_SCULPTED = 0x00080000,
+ RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
+ RENDER_DEBUG_BUILD_QUEUE = 0x00200000,
+ RENDER_DEBUG_AGENT_TARGET = 0x00400000,
+ RENDER_DEBUG_UPDATE_TYPE = 0x00800000,
+ RENDER_DEBUG_PHYSICS_SHAPES = 0x01000000,
+ RENDER_DEBUG_NORMALS = 0x02000000,
+ RENDER_DEBUG_LOD_INFO = 0x04000000,
+ RENDER_DEBUG_RENDER_COMPLEXITY = 0x08000000,
+ RENDER_DEBUG_ATTACHMENT_BYTES = 0x10000000,
};
public:
@@ -531,15 +531,16 @@ public:
LLRenderTarget mScreen;
LLRenderTarget mUIScreen;
LLRenderTarget mDeferredScreen;
+ LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
- LLRenderTarget mDeferredLight[3];
- LLRenderTarget mGIMap;
- LLRenderTarget mGIMapPost[2];
- LLRenderTarget mLuminanceMap;
+ LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
+ //utility buffer for rendering post effects, gets abused by renderDeferredLighting
+ LLPointer<LLVertexBuffer> mDeferredVB;
+
//sun shadow map
LLRenderTarget mShadow[6];
std::vector<LLVector3> mShadowFrustPoints[4];
@@ -585,6 +586,7 @@ public:
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
+ LLVector3 mTransformedSunDir;
BOOL mInitialized;
BOOL mVertexShadersEnabled;
@@ -652,6 +654,8 @@ protected:
bool mGroupQ2Locked;
bool mGroupQ1Locked;
+ bool mResetVertexBuffers; //if true, clear vertex buffers on next update
+
LLViewerObject::vobj_list_t mCreateQ;
LLDrawable::drawable_set_t mRetexturedList;
@@ -770,6 +774,81 @@ public:
//debug use
static U32 sCurRenderPoolType ;
+
+ //cached settings
+ static BOOL WindLightUseAtmosShaders;
+ static BOOL VertexShaderEnable;
+ static BOOL RenderAvatarVP;
+ static BOOL RenderDeferred;
+ static F32 RenderDeferredSunWash;
+ static U32 RenderFSAASamples;
+ static U32 RenderResolutionDivisor;
+ static BOOL RenderUIBuffer;
+ static S32 RenderShadowDetail;
+ static BOOL RenderDeferredSSAO;
+ static F32 RenderShadowResolutionScale;
+ static BOOL RenderLocalLights;
+ 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 RenderDepthOfField;
+ 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 F32 RenderEdgeDepthCutoff;
+ static F32 RenderEdgeNormCutoff;
+ static LLVector3 RenderShadowGaussian;
+ static F32 RenderShadowBlurDistFactor;
+ static BOOL RenderDeferredAtmospheric;
+ static S32 RenderReflectionDetail;
+ static F32 RenderHighlightFadeTime;
+ static LLVector3 RenderShadowClipPlanes;
+ static LLVector3 RenderShadowOrthoClipPlanes;
+ static LLVector3 RenderShadowNearDist;
+ static F32 RenderFarClip;
+ static LLVector3 RenderShadowSplitExponent;
+ static F32 RenderShadowErrorCutoff;
+ static F32 RenderShadowFOVCutoff;
+ static BOOL CameraOffset;
+ static F32 CameraMaxCoF;
+ static F32 CameraDoFResScale;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);