/** * @file llrender.h * @brief LLRender definition * * This class acts as a wrapper for OpenGL calls. * The goal of this class is to minimize the number of api calls due to legacy rendering * code, to define an interface for a multiple rendering API abstraction of the UI * rendering, and to abstract out direct rendering calls in a way that is cleaner and easier to maintain. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_LLGLRENDER_H #define LL_LLGLRENDER_H //#include "linden_common.h" #include "v2math.h" #include "v3math.h" #include "v4coloru.h" #include "v4math.h" #include "llstrider.h" #include "llpointer.h" #include "llglheaders.h" #include "llmatrix4a.h" #include "glh/glh_linear.h" class LLVertexBuffer; class LLCubeMap; class LLImageGL; class LLRenderTarget; class LLTexture ; #define LL_MATRIX_STACK_DEPTH 32 class LLTexUnit { friend class LLRender; public: static U32 sWhiteTexture; typedef enum { TT_TEXTURE = 0, // Standard 2D Texture TT_RECT_TEXTURE, // Non power of 2 texture TT_CUBE_MAP, // 6-sided cube map texture TT_CUBE_MAP_ARRAY, // Array of cube maps TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample TT_TEXTURE_3D, // standard 3D Texture TT_NONE, // No texture type is currently enabled } eTextureType; typedef enum { TAM_WRAP = 0, // Standard 2D Texture TAM_MIRROR, // Non power of 2 texture TAM_CLAMP // No texture type is currently enabled } eTextureAddressMode; typedef enum { // Note: If mipmapping or anisotropic are not enabled or supported it should fall back gracefully TFO_POINT = 0, // Equal to: min=point, mag=point, mip=none. TFO_BILINEAR, // Equal to: min=linear, mag=linear, mip=point. TFO_TRILINEAR, // Equal to: min=linear, mag=linear, mip=linear. TFO_ANISOTROPIC // Equal to: min=anisotropic, max=anisotropic, mip=linear. } eTextureFilterOptions; typedef enum { TB_REPLACE = 0, TB_ADD, TB_MULT, TB_MULT_X2, TB_ALPHA_BLEND, TB_COMBINE // Doesn't need to be set directly, setTexture___Blend() set TB_COMBINE automatically } eTextureBlendType; typedef enum { TBO_REPLACE = 0, // Use Source 1 TBO_MULT, // Multiply: ( Source1 * Source2 ) TBO_MULT_X2, // Multiply then scale by 2: ( 2.0 * ( Source1 * Source2 ) ) TBO_MULT_X4, // Multiply then scale by 4: ( 4.0 * ( Source1 * Source2 ) ) TBO_ADD, // Add: ( Source1 + Source2 ) TBO_ADD_SIGNED, // Add then subtract 0.5: ( ( Source1 + Source2 ) - 0.5 ) TBO_SUBTRACT, // Subtract Source2 from Source1: ( Source1 - Source2 ) TBO_LERP_VERT_ALPHA, // Interpolate based on Vertex Alpha (VA): ( Source1 * VA + Source2 * (1-VA) ) TBO_LERP_TEX_ALPHA, // Interpolate based on Texture Alpha (TA): ( Source1 * TA + Source2 * (1-TA) ) TBO_LERP_PREV_ALPHA, // Interpolate based on Previous Alpha (PA): ( Source1 * PA + Source2 * (1-PA) ) TBO_LERP_CONST_ALPHA // Interpolate based on Const Alpha (CA): ( Source1 * CA + Source2 * (1-CA) ) } eTextureBlendOp; typedef enum { TBS_PREV_COLOR = 0, // Color from the previous texture stage TBS_PREV_ALPHA, TBS_ONE_MINUS_PREV_COLOR, TBS_ONE_MINUS_PREV_ALPHA, TBS_TEX_COLOR, // Color from the texture bound to this stage TBS_TEX_ALPHA, TBS_ONE_MINUS_TEX_COLOR, TBS_ONE_MINUS_TEX_ALPHA, TBS_VERT_COLOR, // The vertex color currently set TBS_VERT_ALPHA, TBS_ONE_MINUS_VERT_COLOR, TBS_ONE_MINUS_VERT_ALPHA, TBS_CONST_COLOR, // The constant color value currently set TBS_CONST_ALPHA, TBS_ONE_MINUS_CONST_COLOR, TBS_ONE_MINUS_CONST_ALPHA } eTextureBlendSrc; typedef enum { TCS_LINEAR = 0, TCS_SRGB } eTextureColorSpace; LLTexUnit(S32 index); // Refreshes renderer state of the texture unit to the cached values // Needed when the render context has changed and invalidated the current state void refreshState(void); // returns the index of this texture unit S32 getIndex(void) const { return mIndex; } // Sets this tex unit to be the currently active one void activate(void); // Enables this texture unit for the given texture type // (automatically disables any previously enabled texture type) void enable(eTextureType type); // Disables the current texture unit void disable(void); // Binds the LLImageGL to this texture unit // (automatically enables the unit for the LLImageGL's texture type) bool bind(LLImageGL* texture, bool for_rendering = false, bool forceBind = false, S32 usename = 0); bool bind(LLTexture* texture, bool for_rendering = false, bool forceBind = false); // bind implementation for inner loops // makes the following assumptions: // - No need for gGL.flush() // - texture is not null // - gl_tex->getTexName() is not zero // - This texture is not being bound redundantly // - USE_SRGB_DECODE is disabled // - mTexOptionsDirty is false // - void bindFast(LLTexture* texture); // Binds a cubemap to this texture unit // (automatically enables the texture unit for cubemaps) bool bind(LLCubeMap* cubeMap); // Binds a render target to this texture unit // (automatically enables the texture unit for the RT's texture type) bool bind(LLRenderTarget * renderTarget, bool bindDepth = false); // Manually binds a texture to the texture unit // (automatically enables the tex unit for the given texture type) bool bindManual(eTextureType type, U32 texture, bool hasMips = false); // Unbinds the currently bound texture of the given type // (only if there's a texture of the given type currently bound) void unbind(eTextureType type); // Fast but unsafe version of unbind void unbindFast(eTextureType type); // Sets the addressing mode used to sample the texture // Warning: this stays set for the bound texture forever, // make sure you want to permanently change the address mode for the bound texture. void setTextureAddressMode(eTextureAddressMode mode); // Sets the filtering options used to sample the texture // Warning: this stays set for the bound texture forever, // make sure you want to permanently change the filtering for the bound texture. void setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option); static U32 getInternalType(eTextureType type); U32 getCurrTexture(void) { return mCurrTexture; } eTextureType getCurrType(void) { return mCurrTexType; } void setHasMipMaps(bool hasMips) { mHasMipMaps = hasMips; } void setTextureColorSpace(eTextureColorSpace space); eTextureColorSpace getCurrColorSpace() { return mTexColorSpace; } protected: const S32 mIndex; U32 mCurrTexture; eTextureType mCurrTexType; eTextureColorSpace mTexColorSpace; S32 mCurrColorScale; S32 mCurrAlphaScale; bool mHasMipMaps; void debugTextureUnit(void); void setColorScale(S32 scale); void setAlphaScale(S32 scale); GLint getTextureSource(eTextureBlendSrc src); GLint getTextureSourceType(eTextureBlendSrc src, bool isAlpha = false); }; class LLLightState { public: LLLightState(S32 index); void enable(); void disable(); void setDiffuse(const LLColor4& diffuse); void setDiffuseB(const LLColor4& diffuse); void setAmbient(const LLColor4& ambient); void setSpecular(const LLColor4& specular); void setPosition(const LLVector4& position); void setConstantAttenuation(const F32& atten); void setLinearAttenuation(const F32& atten); void setQuadraticAttenuation(const F32& atten); void setSpotExponent(const F32& exponent); void setSpotCutoff(const F32& cutoff); void setSpotDirection(const LLVector3& direction); void setSunPrimary(bool v); void setSize(F32 size); void setFalloff(F32 falloff); protected: friend class LLRender; S32 mIndex; bool mEnabled; LLColor4 mDiffuse; LLColor4 mDiffuseB; bool mSunIsPrimary; LLColor4 mAmbient; LLColor4 mSpecular; LLVector4 mPosition; LLVector3 mSpotDirection; F32 mConstantAtten; F32 mLinearAtten; F32 mQuadraticAtten; F32 mSpotExponent; F32 mSpotCutoff; F32 mSize = 0.f; F32 mFalloff = 0.f; }; class LLRender { friend class LLTexUnit; public: enum eTexIndex { DIFFUSE_MAP = 0, ALTERNATE_DIFFUSE_MAP = 1, NORMAL_MAP = 1, SPECULAR_MAP = 2, NUM_TEXTURE_CHANNELS = 3, }; enum eVolumeTexIndex { LIGHT_TEX = 0, SCULPT_TEX, NUM_VOLUME_TEXTURE_CHANNELS, }; typedef enum { TRIANGLES = 0, TRIANGLE_STRIP, TRIANGLE_FAN, POINTS, LINES, LINE_STRIP, QUADS, LINE_LOOP, NUM_MODES } eGeomModes; typedef enum { CF_NEVER = 0, CF_ALWAYS, CF_LESS, CF_LESS_EQUAL, CF_EQUAL, CF_NOT_EQUAL, CF_GREATER_EQUAL, CF_GREATER, CF_DEFAULT } eCompareFunc; typedef enum { BT_ALPHA = 0, BT_ADD, BT_ADD_WITH_ALPHA, // Additive blend modulated by the fragment's alpha. BT_MULT, BT_MULT_ALPHA, BT_MULT_X2, BT_REPLACE } eBlendType; typedef enum { BF_ONE = 0, BF_ZERO, BF_DEST_COLOR, BF_SOURCE_COLOR, BF_ONE_MINUS_DEST_COLOR, BF_ONE_MINUS_SOURCE_COLOR, BF_DEST_ALPHA, BF_SOURCE_ALPHA, BF_ONE_MINUS_DEST_ALPHA, BF_ONE_MINUS_SOURCE_ALPHA, BF_UNDEF } eBlendFactor; typedef enum { MM_MODELVIEW = 0, MM_PROJECTION, MM_TEXTURE0, MM_TEXTURE1, MM_TEXTURE2, MM_TEXTURE3, NUM_MATRIX_MODES, MM_TEXTURE } eMatrixMode; LLRender(); ~LLRender(); void init() ; void shutdown(); // Refreshes renderer state to the cached values // Needed when the render context has changed and invalidated the current state void refreshState(void); void translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z); void scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z); void rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z); void ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar); void pushMatrix(); void popMatrix(); void loadMatrix(const GLfloat* m); void loadIdentity(); void multMatrix(const GLfloat* m); void matrixMode(eMatrixMode mode); eMatrixMode getMatrixMode(); const glh::matrix4f& getModelviewMatrix(); const glh::matrix4f& getProjectionMatrix(); void syncMatrices(); void syncLightState(); void translateUI(F32 x, F32 y, F32 z); void scaleUI(F32 x, F32 y, F32 z); void pushUIMatrix(); void popUIMatrix(); void loadUIIdentity(); LLVector3 getUITranslation(); LLVector3 getUIScale(); void flush(); void begin(const GLuint& mode); void end(); void vertex2i(const GLint& x, const GLint& y); void vertex2f(const GLfloat& x, const GLfloat& y); void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z); void vertex2fv(const GLfloat* v); void vertex3fv(const GLfloat* v); void texCoord2i(const GLint& x, const GLint& y); void texCoord2f(const GLfloat& x, const GLfloat& y); void texCoord2fv(const GLfloat* tc); void color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a); void color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a); void color4fv(const GLfloat* c); void color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b); void color3fv(const GLfloat* c); void color4ubv(const GLubyte* c); void diffuseColor3f(F32 r, F32 g, F32 b); void diffuseColor3fv(const F32* c); void diffuseColor4f(F32 r, F32 g, F32 b, F32 a); void diffuseColor4fv(const F32* c); void diffuseColor4ubv(const U8* c); void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a); void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count); void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count); void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count); void setColorMask(bool writeColor, bool writeAlpha); void setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha); void setSceneBlendType(eBlendType type); // applies blend func to both color and alpha void blendFunc(eBlendFactor sfactor, eBlendFactor dfactor); // applies separate blend functions to color and alpha void blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor); LLLightState* getLight(U32 index); void setAmbientLightColor(const LLColor4& color); LLTexUnit* getTexUnit(U32 index); U32 getCurrentTexUnitIndex(void) const { return mCurrTextureUnitIndex; } bool verifyTexUnitActive(U32 unitToVerify); void debugTexUnits(void); void clearErrors(); struct Vertex { GLfloat v[3]; GLubyte c[4]; GLfloat uv[2]; }; public: static U32 sUICalls; static U32 sUIVerts; static bool sGLCoreProfile; static bool sNsightDebugSupport; static LLVector2 sUIGLScaleFactor; private: friend class LLLightState; eMatrixMode mMatrixMode; U32 mMatIdx[NUM_MATRIX_MODES]; U32 mMatHash[NUM_MATRIX_MODES]; glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH]; U32 mCurMatHash[NUM_MATRIX_MODES]; U32 mLightHash; LLColor4 mAmbientLightColor; bool mDirty; U32 mQuadCycle; U32 mCount; U32 mMode; U32 mCurrTextureUnitIndex; bool mCurrColorMask[4]; LLPointer mBuffer; LLStrider mVerticesp; LLStrider mTexcoordsp; LLStrider mColorsp; std::vector mTexUnits; LLTexUnit* mDummyTexUnit; std::vector mLightState; eBlendFactor mCurrBlendColorSFactor; eBlendFactor mCurrBlendColorDFactor; eBlendFactor mCurrBlendAlphaSFactor; eBlendFactor mCurrBlendAlphaDFactor; F32 mMaxAnisotropy; std::vector mUIOffset; std::vector mUIScale; }; extern F32 gGLModelView[16]; extern F32 gGLLastModelView[16]; extern F32 gGLLastProjection[16]; extern F32 gGLProjection[16]; extern S32 gGLViewport[4]; extern thread_local LLRender gGL; // This rotation matrix moves the default OpenGL reference frame // (-Z at, Y up) to Cory's favorite reference frame (X at, Z up) const F32 OGL_TO_CFR_ROTATION[16] = { 0.f, 0.f, -1.f, 0.f, // -Z becomes X -1.f, 0.f, 0.f, 0.f, // -X becomes Y 0.f, 1.f, 0.f, 0.f, // Y becomes Z 0.f, 0.f, 0.f, 1.f }; glh::matrix4f copy_matrix(F32* src); glh::matrix4f get_current_modelview(); glh::matrix4f get_current_projection(); glh::matrix4f get_last_modelview(); glh::matrix4f get_last_projection(); void copy_matrix(const glh::matrix4f& src, F32* dst); void set_current_modelview(const glh::matrix4f& mat); void set_current_projection(glh::matrix4f& mat); glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar); glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up); #if LL_RELEASE_FOR_DOWNLOAD #define LL_SHADER_LOADING_WARNS(...) LL_WARNS_ONCE("ShaderLoading") #define LL_SHADER_UNIFORM_ERRS(...) LL_WARNS_ONCE("Shader") #else #define LL_SHADER_LOADING_WARNS(...) LL_WARNS() #define LL_SHADER_UNIFORM_ERRS(...) LL_ERRS("Shader") #endif #endif