/** * @file lldrawpool.cpp * @brief LLDrawPool class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpool.h" #include "llrender.h" #include "llfasttimer.h" #include "llviewercontrol.h" #include "lldrawable.h" #include "lldrawpoolalpha.h" #include "lldrawpoolavatar.h" #include "lldrawpoolbump.h" #include "lldrawpoolmaterials.h" #include "lldrawpoolpbropaque.h" #include "lldrawpoolsimple.h" #include "lldrawpoolsky.h" #include "lldrawpooltree.h" #include "lldrawpoolterrain.h" #include "lldrawpoolwater.h" #include "llface.h" #include "llviewerobjectlist.h" // For debug listing. #include "pipeline.h" #include "llspatialpartition.h" #include "llviewercamera.h" #include "lldrawpoolwlsky.h" #include "llglslshader.h" #include "llglcommonfunc.h" #include "llvoavatar.h" #include "llviewershadermgr.h" S32 LLDrawPool::sNumDrawPools = 0; //============================= // Draw Pool Implementation //============================= LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0) { LLDrawPool *poolp = NULL; switch (type) { case POOL_SIMPLE: poolp = new LLDrawPoolSimple(); break; case POOL_GRASS: poolp = new LLDrawPoolGrass(); break; case POOL_ALPHA_MASK: poolp = new LLDrawPoolAlphaMask(); break; case POOL_FULLBRIGHT_ALPHA_MASK: poolp = new LLDrawPoolFullbrightAlphaMask(); break; case POOL_FULLBRIGHT: poolp = new LLDrawPoolFullbright(); break; case POOL_GLOW: poolp = new LLDrawPoolGlow(); break; case POOL_ALPHA_PRE_WATER: poolp = new LLDrawPoolAlpha(LLDrawPool::POOL_ALPHA_PRE_WATER); break; case POOL_ALPHA_POST_WATER: poolp = new LLDrawPoolAlpha(LLDrawPool::POOL_ALPHA_POST_WATER); break; case POOL_AVATAR: case POOL_CONTROL_AV: poolp = new LLDrawPoolAvatar(type); break; case POOL_TREE: poolp = new LLDrawPoolTree(tex0); break; case POOL_TERRAIN: poolp = new LLDrawPoolTerrain(tex0); break; case POOL_SKY: poolp = new LLDrawPoolSky(); break; case POOL_VOIDWATER: case POOL_WATER: poolp = new LLDrawPoolWater(); break; case POOL_BUMP: poolp = new LLDrawPoolBump(); break; case POOL_MATERIALS: poolp = new LLDrawPoolMaterials(); break; case POOL_WL_SKY: poolp = new LLDrawPoolWLSky(); break; case POOL_GLTF_PBR: poolp = new LLDrawPoolGLTFPBR(); break; case POOL_GLTF_PBR_ALPHA_MASK: poolp = new LLDrawPoolGLTFPBR(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK); break; default: LL_ERRS() << "Unknown draw pool type!" << LL_ENDL; return NULL; } llassert(poolp->mType == type); return poolp; } LLDrawPool::LLDrawPool(const U32 type) { mType = type; sNumDrawPools++; mId = sNumDrawPools; mShaderLevel = 0; mSkipRender = false; } LLDrawPool::~LLDrawPool() { } LLViewerTexture *LLDrawPool::getDebugTexture() { return NULL; } //virtual void LLDrawPool::beginRenderPass( S32 pass ) { } //virtual S32 LLDrawPool::getNumPasses() { return 1; } //virtual void LLDrawPool::beginDeferredPass(S32 pass) { } //virtual void LLDrawPool::endDeferredPass(S32 pass) { } //virtual S32 LLDrawPool::getNumDeferredPasses() { return 0; } //virtual void LLDrawPool::renderDeferred(S32 pass) { } //virtual void LLDrawPool::beginPostDeferredPass(S32 pass) { } //virtual void LLDrawPool::endPostDeferredPass(S32 pass) { } //virtual S32 LLDrawPool::getNumPostDeferredPasses() { return 0; } //virtual void LLDrawPool::renderPostDeferred(S32 pass) { } //virtual void LLDrawPool::endRenderPass( S32 pass ) { //make sure channel 0 is active channel gGL.getTexUnit(0)->activate(); } //virtual void LLDrawPool::beginShadowPass(S32 pass) { } //virtual void LLDrawPool::endShadowPass(S32 pass) { } //virtual S32 LLDrawPool::getNumShadowPasses() { return 0; } //virtual void LLDrawPool::renderShadow(S32 pass) { } //============================= // Face Pool Implementation //============================= LLFacePool::LLFacePool(const U32 type) : LLDrawPool(type) { resetDrawOrders(); } LLFacePool::~LLFacePool() { destroy(); } void LLFacePool::destroy() { if (!mReferences.empty()) { LL_INFOS() << mReferences.size() << " references left on deletion of draw pool!" << LL_ENDL; } } void LLFacePool::dirtyTextures(const std::set& textures) { } void LLFacePool::enqueue(LLFace* facep) { mDrawFace.push_back(facep); } // virtual BOOL LLFacePool::addFace(LLFace *facep) { addFaceReference(facep); return TRUE; } // virtual BOOL LLFacePool::removeFace(LLFace *facep) { removeFaceReference(facep); vector_replace_with_last(mDrawFace, facep); return TRUE; } // Not absolutely sure if we should be resetting all of the chained pools as well - djs void LLFacePool::resetDrawOrders() { mDrawFace.resize(0); } LLViewerTexture *LLFacePool::getTexture() { return NULL; } void LLFacePool::removeFaceReference(LLFace *facep) { if (facep->getReferenceIndex() != -1) { if (facep->getReferenceIndex() != (S32)mReferences.size()) { LLFace *back = mReferences.back(); mReferences[facep->getReferenceIndex()] = back; back->setReferenceIndex(facep->getReferenceIndex()); } mReferences.pop_back(); } facep->setReferenceIndex(-1); } void LLFacePool::addFaceReference(LLFace *facep) { if (-1 == facep->getReferenceIndex()) { facep->setReferenceIndex(mReferences.size()); mReferences.push_back(facep); } } BOOL LLFacePool::verify() const { BOOL ok = TRUE; for (std::vector::const_iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { const LLFace* facep = *iter; if (facep->getPool() != this) { LL_INFOS() << "Face in wrong pool!" << LL_ENDL; facep->printDebugInfo(); ok = FALSE; } else if (!facep->verify()) { ok = FALSE; } } return ok; } void LLFacePool::printDebugInfo() const { LL_INFOS() << "Pool " << this << " Type: " << getType() << LL_ENDL; } BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE; void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color) { gGL.diffuseColor4fv(color.mV); } void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color) { glColor4ubv(color.mV); } void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a) { gGL.diffuseColor4f(r,g,b,a); } //============================= // Render Pass Implementation //============================= LLRenderPass::LLRenderPass(const U32 type) : LLDrawPool(type) { } LLRenderPass::~LLRenderPass() { } void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, bool texture) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type]; for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) { LLDrawInfo *pparams = *k; if (pparams) { pushBatch(*pparams, texture); } } } void LLRenderPass::renderRiggedGroup(LLSpatialGroup* group, U32 type, bool texture) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type]; LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) { LLDrawInfo* pparams = *k; if (pparams) { if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) { uploadMatrixPalette(*pparams); lastAvatar = pparams->mAvatar; lastMeshId = pparams->mSkinInfo->mHash; } pushBatch(*pparams, texture); } } } void setup_texture_matrix(LLDrawInfo& params) { if (params.mTextureMatrix) { //special case implementation of texture animation here because of special handling of textures for PBR batches gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((GLfloat*)params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } } void teardown_texture_matrix(LLDrawInfo& params) { if (params.mTextureMatrix) { gGL.matrixMode(LLRender::MM_TEXTURE0); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } } void LLRenderPass::pushGLTFBatches(U32 type) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("pushGLTFBatch"); LLDrawInfo& params = **i; LLCullResult::increment_iterator(i, end); pushGLTFBatch(params); } } void LLRenderPass::pushGLTFBatch(LLDrawInfo& params) { auto& mat = params.mGLTFMaterial; mat->bind(params.mTexture); LLGLDisable cull_face(mat->mDoubleSided ? GL_CULL_FACE : 0); setup_texture_matrix(params); applyModelMatrix(params); params.mVertexBuffer->setBuffer(); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); teardown_texture_matrix(params); } void LLRenderPass::pushRiggedGLTFBatches(U32 type) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("pushRiggedGLTFBatch"); LLDrawInfo& params = **i; LLCullResult::increment_iterator(i, end); pushRiggedGLTFBatch(params, lastAvatar, lastMeshId); } } void LLRenderPass::pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId) { if (params.mAvatar.notNull() && (lastAvatar != params.mAvatar || lastMeshId != params.mSkinInfo->mHash)) { uploadMatrixPalette(params); lastAvatar = params.mAvatar; lastMeshId = params.mSkinInfo->mHash; } pushGLTFBatch(params); } void LLRenderPass::pushBatches(U32 type, bool texture, bool batch_textures, bool reset_gltf) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LLDrawInfo* pparams = *i; LLCullResult::increment_iterator(i, end); pushBatch(*pparams, texture, batch_textures, reset_gltf); reset_gltf = false; } } void LLRenderPass::pushRiggedBatches(U32 type, bool texture, bool batch_textures, bool reset_gltf) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LLDrawInfo* pparams = *i; LLCullResult::increment_iterator(i, end); if (pparams->mAvatar.notNull() && (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)) { uploadMatrixPalette(*pparams); lastAvatar = pparams->mAvatar; lastMeshId = pparams->mSkinInfo->mHash; } pushBatch(*pparams, texture, batch_textures, reset_gltf); reset_gltf = false; } } void LLRenderPass::pushMaskBatches(U32 type, bool texture, bool batch_textures, bool reset_gltf) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LLDrawInfo* pparams = *i; LLCullResult::increment_iterator(i, end); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(pparams->mAlphaMaskCutoff); pushBatch(*pparams, texture, batch_textures, reset_gltf); reset_gltf = false; } } void LLRenderPass::pushRiggedMaskBatches(U32 type, bool texture, bool batch_textures, bool reset_gltf) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LLDrawInfo* pparams = *i; LLCullResult::increment_iterator(i, end); if (LLGLSLShader::sCurBoundShaderPtr) { LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(pparams->mAlphaMaskCutoff); } else { gGL.flush(); } if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) { uploadMatrixPalette(*pparams); lastAvatar = pparams->mAvatar; lastMeshId = pparams->mSkinInfo->mHash; } pushBatch(*pparams, texture, batch_textures, reset_gltf); reset_gltf = false; } } void LLRenderPass::applyModelMatrix(const LLDrawInfo& params) { if (params.mModelMatrix != gGLLastMatrix) { gGLLastMatrix = params.mModelMatrix; gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); if (params.mModelMatrix) { gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix); } gPipeline.mMatrixOpCount++; } } void LLRenderPass::resetGLTFTextureTransform() { F32 ignore_gltf_transform[8]; LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(ignore_gltf_transform); LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)ignore_gltf_transform); } void LLRenderPass::pushBatch(LLDrawInfo& params, bool texture, bool batch_textures, bool reset_gltf) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; if (!params.mCount) { return; } applyModelMatrix(params); if (reset_gltf) { resetGLTFTextureTransform(); } bool tex_setup = false; if (texture) { if (batch_textures && params.mTextureList.size() > 1) { for (U32 i = 0; i < params.mTextureList.size(); ++i) { if (params.mTextureList[i].notNull()) { gGL.getTexUnit(i)->bindFast(params.mTextureList[i]); } } } else { //not batching textures or batch has only 1 texture -- might need a texture matrix if (params.mTexture.notNull()) { gGL.getTexUnit(0)->bindFast(params.mTexture); if (params.mTextureMatrix) { tex_setup = true; gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } } else { gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE); } } } params.mVertexBuffer->setBuffer(); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); if (tex_setup) { gGL.matrixMode(LLRender::MM_TEXTURE0); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } } // static bool LLRenderPass::uploadMatrixPalette(LLDrawInfo& params) { // upload matrix palette to shader return uploadMatrixPalette(params.mAvatar, params.mSkinInfo); } //static bool LLRenderPass::uploadMatrixPalette(LLVOAvatar* avatar, LLMeshSkinInfo* skinInfo) { if (!avatar) { return false; } const LLVOAvatar::MatrixPaletteCache& mpc = avatar->updateSkinInfoMatrixPalette(skinInfo); U32 count = mpc.mMatrixPalette.size(); if (count == 0) { //skin info not loaded yet, don't render return false; } LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX, count, FALSE, (GLfloat*)&(mpc.mGLMp[0])); return true; }