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-rw-r--r--indra/newview/pipeline.h252
1 files changed, 126 insertions, 126 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index bba36351d9..c9670a60f2 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -57,10 +57,10 @@ typedef enum e_avatar_skinning_method
SKIN_METHOD_VERTEX_PROGRAM
} EAvatarSkinningMethod;
-BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
+bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
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)
+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(F32* src);
glh::matrix4f glh_get_current_modelview();
void glh_set_current_modelview(const glh::matrix4f& mat);
@@ -133,11 +133,11 @@ public:
void resetVertexBuffers(LLDrawable* drawable);
void generateImpostor(LLVOAvatar* avatar);
void bindScreenToTexture();
- void renderBloom(BOOL for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
+ void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
void init();
void cleanup();
- BOOL isInit() { return mInitialized; };
+ 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.
@@ -171,19 +171,19 @@ public:
void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
- void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
+ void markMoved(LLDrawable *drawablep, bool damped_motion = false);
void markShift(LLDrawable *drawablep);
void markTextured(LLDrawable *drawablep);
void markGLRebuild(LLGLUpdate* glu);
- void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE);
- void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE);
+ void markRebuild(LLSpatialGroup* group, bool priority = false);
+ void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, bool priority = false);
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_transparent,
+ bool pick_rigged,
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
@@ -197,7 +197,7 @@ public:
LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
- BOOL pick_transparent,
+ 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
@@ -212,20 +212,20 @@ public:
U32 addObject(LLViewerObject *obj);
- void enableShadows(const BOOL enable_shadows);
+ void enableShadows(const bool enable_shadows);
-// void setLocalLighting(const BOOL local_lighting);
-// BOOL isLocalLightingEnabled() const;
+// void setLocalLighting(const bool local_lighting);
+// bool isLocalLightingEnabled() const;
S32 setLightingDetail(S32 level);
S32 getLightingDetail() const { return mLightingDetail; }
S32 getMaxLightingDetail() const;
- void setUseVertexShaders(BOOL use_shaders);
- BOOL getUseVertexShaders() const { return mVertexShadersEnabled; }
- BOOL canUseVertexShaders();
- BOOL canUseWindLightShaders() const;
- BOOL canUseWindLightShadersOnObjects() const;
- BOOL canUseAntiAliasing() const;
+ void setUseVertexShaders(bool use_shaders);
+ bool getUseVertexShaders() const { return mVertexShadersEnabled; }
+ bool canUseVertexShaders();
+ bool canUseWindLightShaders() const;
+ bool canUseWindLightShadersOnObjects() const;
+ bool canUseAntiAliasing() const;
// phases
void resetFrameStats();
@@ -234,9 +234,9 @@ public:
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));
+ bool visibleObjectsInFrustum(LLCamera& camera);
+ bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
+ bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
void createObjects(F32 max_dtime);
void createObject(LLViewerObject* vobj);
@@ -259,10 +259,10 @@ public:
void postSort(LLCamera& camera);
void forAllVisibleDrawables(void (*func)(LLDrawable*));
- void renderObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
- void renderMaskedObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
+ void renderObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
+ void renderMaskedObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
- void renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture);
+ void renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture);
void grabReferences(LLCullResult& result);
void clearReferences();
@@ -274,7 +274,7 @@ public:
void checkReferences(LLSpatialGroup* group);
- void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE);
+ void renderGeom(LLCamera& camera, bool forceVBOUpdate = false);
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
void renderGeomShadow(LLCamera& camera);
@@ -292,7 +292,7 @@ public:
void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; }
- void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader, BOOL use_occlusion, U32 target_width);
+ void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool use_shader, bool use_occlusion, U32 target_width);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
@@ -300,13 +300,13 @@ public:
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"
+ bool verify(); // Verify that all data in the pipeline is "correct"
S32 getLightCount() const { return mLights.size(); }
void calcNearbyLights(LLCamera& camera);
void setupHWLights(LLDrawPool* pool);
- void setupAvatarLights(BOOL for_edit = FALSE);
+ void setupAvatarLights(bool for_edit = false);
void enableLights(U32 mask);
void enableLightsStatic();
void enableLightsDynamic();
@@ -318,9 +318,9 @@ public:
void shiftObjects(const LLVector3 &offset);
- void setLight(LLDrawable *drawablep, BOOL is_light);
+ void setLight(LLDrawable *drawablep, bool is_light);
- BOOL hasRenderBatches(const U32 type) const;
+ bool hasRenderBatches(const U32 type) const;
LLCullResult::drawinfo_iterator beginRenderMap(U32 type);
LLCullResult::drawinfo_iterator endRenderMap(U32 type);
LLCullResult::sg_iterator beginAlphaGroups();
@@ -329,15 +329,15 @@ public:
void addTrianglesDrawn(S32 index_count, U32 render_type = LLRender::TRIANGLES);
- BOOL hasRenderDebugFeatureMask(const U32 mask) const { return (mRenderDebugFeatureMask & mask) ? TRUE : FALSE; }
- BOOL hasRenderDebugMask(const U32 mask) const { return (mRenderDebugMask & mask) ? TRUE : FALSE; }
+ bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); }
+ bool hasRenderDebugMask(const U32 mask) const { return bool(mRenderDebugMask & mask); }
void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffff; }
void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
- BOOL hasRenderType(const U32 type) const;
- BOOL hasAnyRenderType(const U32 type, ...) const;
+ bool hasRenderType(const U32 type) const;
+ bool hasAnyRenderType(const U32 type, ...) const;
void setRenderTypeMask(U32 type, ...);
// This is equivalent to 'setRenderTypeMask'
@@ -356,53 +356,53 @@ public:
static void toggleRenderType(U32 type);
// For UI control of render features
- static BOOL hasRenderTypeControl(void* data);
- static void toggleRenderDebug(void* data);
- static void toggleRenderDebugFeature(void* data);
- static void toggleRenderTypeControl(void* data);
- static BOOL toggleRenderTypeControlNegated(void* data);
- static BOOL toggleRenderDebugControl(void* data);
- static BOOL toggleRenderDebugFeatureControl(void* data);
+ static bool hasRenderTypeControl(U32 data);
+ static void toggleRenderDebug(U32 data);
+ static void toggleRenderDebugFeature(U32 data);
+ static void toggleRenderTypeControl(U32 data);
+ static bool toggleRenderTypeControlNegated(S32 data);
+ static bool toggleRenderDebugControl(U32 data);
+ static bool toggleRenderDebugFeatureControl(U32 data);
static void setRenderDebugFeatureControl(U32 bit, bool value);
- static void setRenderParticleBeacons(BOOL val);
- static void toggleRenderParticleBeacons(void* data);
- static BOOL getRenderParticleBeacons(void* data);
+ static void setRenderParticleBeacons(bool val);
+ static void toggleRenderParticleBeacons();
+ static bool getRenderParticleBeacons();
- static void setRenderSoundBeacons(BOOL val);
- static void toggleRenderSoundBeacons(void* data);
- static BOOL getRenderSoundBeacons(void* data);
+ static void setRenderSoundBeacons(bool val);
+ static void toggleRenderSoundBeacons();
+ static bool getRenderSoundBeacons();
- static void setRenderMOAPBeacons(BOOL val);
- static void toggleRenderMOAPBeacons(void * data);
- static BOOL getRenderMOAPBeacons(void * data);
+ static void setRenderMOAPBeacons(bool val);
+ static void toggleRenderMOAPBeacons();
+ static bool getRenderMOAPBeacons();
- static void setRenderPhysicalBeacons(BOOL val);
- static void toggleRenderPhysicalBeacons(void* data);
- static BOOL getRenderPhysicalBeacons(void* data);
+ static void setRenderPhysicalBeacons(bool val);
+ static void toggleRenderPhysicalBeacons();
+ static bool getRenderPhysicalBeacons();
- static void setRenderScriptedBeacons(BOOL val);
- static void toggleRenderScriptedBeacons(void* data);
- static BOOL getRenderScriptedBeacons(void* data);
+ static void setRenderScriptedBeacons(bool val);
+ static void toggleRenderScriptedBeacons();
+ static bool getRenderScriptedBeacons();
- static void setRenderScriptedTouchBeacons(BOOL val);
- static void toggleRenderScriptedTouchBeacons(void* data);
- static BOOL getRenderScriptedTouchBeacons(void* data);
+ static void setRenderScriptedTouchBeacons(bool val);
+ static void toggleRenderScriptedTouchBeacons();
+ static bool getRenderScriptedTouchBeacons();
- static void setRenderBeacons(BOOL val);
- static void toggleRenderBeacons(void* data);
- static BOOL getRenderBeacons(void* data);
+ static void setRenderBeacons(bool val);
+ static void toggleRenderBeacons();
+ static bool getRenderBeacons();
- static void setRenderHighlights(BOOL val);
- static void toggleRenderHighlights(void* data);
- static BOOL getRenderHighlights(void* data);
+ 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 updateRenderBump();
static void updateRenderDeferred();
static void refreshCachedSettings();
- static void throttleNewMemoryAllocation(BOOL disable);
+ static void throttleNewMemoryAllocation(bool disable);
@@ -410,7 +410,7 @@ public:
void hidePermanentObjects( std::vector<U32>& restoreList );
void restorePermanentObjects( const std::vector<U32>& restoreList );
- void skipRenderingOfTerrain( BOOL flag );
+ void skipRenderingOfTerrain( bool flag );
void hideObject( const LLUUID& id );
void restoreHiddenObject( const LLUUID& id );
@@ -418,7 +418,7 @@ private:
void unloadShaders();
void addToQuickLookup( LLDrawPool* new_poolp );
void removeFromQuickLookup( LLDrawPool* poolp );
- BOOL updateDrawableGeom(LLDrawable* drawable, BOOL priority);
+ bool updateDrawableGeom(LLDrawable* drawable, bool priority);
void assertInitializedDoError();
bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
void connectRefreshCachedSettingsSafe(const std::string name);
@@ -539,12 +539,12 @@ public:
LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
- void updateCamera(BOOL reset = FALSE);
+ void updateCamera(bool reset = false);
LLVector3 mFlyCamPosition;
LLQuaternion mFlyCamRotation;
- BOOL mBackfaceCull;
+ bool mBackfaceCull;
S32 mMatrixOpCount;
S32 mTextureMatrixOps;
S32 mNumVisibleNodes;
@@ -557,36 +557,36 @@ public:
static S32 sCompiles;
- static BOOL sShowHUDAttachments;
- static BOOL sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
+ 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 sDelayVBUpdate;
- static BOOL sAutoMaskAlphaDeferred;
- static BOOL sAutoMaskAlphaNonDeferred;
- static BOOL sDisableShaders; // if TRUE, rendering will be done without shaders
- static BOOL sRenderBump;
- static BOOL sBakeSunlight;
- static BOOL sNoAlpha;
- static BOOL sUseTriStrips;
- static BOOL sUseFarClip;
- static BOOL sShadowRender;
- static BOOL sWaterReflections;
- static BOOL sDynamicLOD;
- static BOOL sPickAvatar;
- static BOOL sReflectionRender;
- static BOOL sImpostorRender;
- static BOOL sImpostorRenderAlphaDepthPass;
- static BOOL sUnderWaterRender;
- static BOOL sRenderGlow;
- static BOOL sTextureBindTest;
- static BOOL sRenderFrameTest;
- static BOOL sRenderAttachedLights;
- static BOOL sRenderAttachedParticles;
- static BOOL sRenderDeferred;
- static BOOL sMemAllocationThrottled;
+ static bool sDelayVBUpdate;
+ static bool sAutoMaskAlphaDeferred;
+ static bool sAutoMaskAlphaNonDeferred;
+ static bool sDisableShaders; // if true, rendering will be done without shaders
+ static bool sRenderBump;
+ static bool sBakeSunlight;
+ static bool sNoAlpha;
+ static bool sUseTriStrips;
+ static bool sUseFarClip;
+ static bool sShadowRender;
+ static bool sWaterReflections;
+ static bool sDynamicLOD;
+ static bool sPickAvatar;
+ static bool sReflectionRender;
+ static bool sImpostorRender;
+ static bool sImpostorRenderAlphaDepthPass;
+ static bool sUnderWaterRender;
+ static bool sRenderGlow;
+ static bool sTextureBindTest;
+ static bool sRenderFrameTest;
+ static bool sRenderAttachedLights;
+ static bool sRenderAttachedParticles;
+ static bool sRenderDeferred;
+ static bool sMemAllocationThrottled;
static S32 sVisibleLightCount;
static F32 sMinRenderSize;
- static BOOL sRenderingHUDs;
+ static bool sRenderingHUDs;
static LLTrace::EventStatHandle<S64> sStatBatchSize;
@@ -659,13 +659,13 @@ public:
LLVector3 mSunDir;
LLVector3 mTransformedSunDir;
- BOOL mInitialized;
- BOOL mVertexShadersEnabled;
+ bool mInitialized;
+ bool mVertexShadersEnabled;
S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
protected:
- BOOL mRenderTypeEnabled[NUM_RENDER_TYPES];
+ bool mRenderTypeEnabled[NUM_RENDER_TYPES];
std::stack<std::string> mRenderTypeEnableStack;
U32 mRenderDebugFeatureMask;
@@ -843,15 +843,15 @@ protected:
U32 mLightMovingMask;
S32 mLightingDetail;
- static BOOL sRenderPhysicalBeacons;
- static BOOL sRenderMOAPBeacons;
- static BOOL sRenderScriptedTouchBeacons;
- static BOOL sRenderScriptedBeacons;
- static BOOL sRenderParticleBeacons;
- static BOOL sRenderSoundBeacons;
+ 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;
+ static bool sRenderBeacons;
+ static bool sRenderHighlight;
// Determines which set of UVs to use in highlight display
//
@@ -861,26 +861,26 @@ public:
static U32 sCurRenderPoolType ;
//cached settings
- static BOOL WindLightUseAtmosShaders;
- static BOOL VertexShaderEnable;
- static BOOL RenderAvatarVP;
- static BOOL RenderDeferred;
+ 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 bool RenderUIBuffer;
static S32 RenderShadowDetail;
- static BOOL RenderDeferredSSAO;
+ static bool RenderDeferredSSAO;
static F32 RenderShadowResolutionScale;
- static BOOL RenderLocalLights;
- static BOOL RenderDelayCreation;
- static BOOL RenderAnimateRes;
- static BOOL FreezeTime;
+ 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 bool RenderSpotLightsInNondeferred;
static LLColor4 PreviewAmbientColor;
static LLColor4 PreviewDiffuse0;
static LLColor4 PreviewSpecular0;
@@ -900,8 +900,8 @@ public:
static S32 RenderGlowIterations;
static F32 RenderGlowWidth;
static F32 RenderGlowStrength;
- static BOOL RenderDepthOfField;
- static BOOL RenderDepthOfFieldInEditMode;
+ static bool RenderDepthOfField;
+ static bool RenderDepthOfFieldInEditMode;
static F32 CameraFocusTransitionTime;
static F32 CameraFNumber;
static F32 CameraFocalLength;
@@ -922,7 +922,7 @@ public:
static F32 RenderEdgeNormCutoff;
static LLVector3 RenderShadowGaussian;
static F32 RenderShadowBlurDistFactor;
- static BOOL RenderDeferredAtmospheric;
+ static bool RenderDeferredAtmospheric;
static S32 RenderReflectionDetail;
static F32 RenderHighlightFadeTime;
static LLVector3 RenderShadowClipPlanes;
@@ -932,7 +932,7 @@ public:
static LLVector3 RenderShadowSplitExponent;
static F32 RenderShadowErrorCutoff;
static F32 RenderShadowFOVCutoff;
- static BOOL CameraOffset;
+ static bool CameraOffset;
static F32 CameraMaxCoF;
static F32 CameraDoFResScale;
static F32 RenderAutoHideSurfaceAreaLimit;
@@ -942,7 +942,7 @@ void render_bbox(const LLVector3 &min, const LLVector3 &max);
void render_hud_elements();
extern LLPipeline gPipeline;
-extern BOOL gDebugPipeline;
+extern bool gDebugPipeline;
extern const LLMatrix4* gGLLastMatrix;
#endif