/** * @file lldrawpool.cpp * @brief LLDrawPool class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpool.h" #include "llglimmediate.h" #include "llfasttimer.h" #include "llviewercontrol.h" #include "lldrawable.h" #include "lldrawpoolalpha.h" #include "lldrawpoolavatar.h" #include "lldrawpoolbump.h" #include "lldrawpoolclouds.h" #include "lldrawpoolground.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" S32 LLDrawPool::sNumDrawPools = 0; //============================= // Draw Pool Implementation //============================= LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerImage *tex0) { LLDrawPool *poolp = NULL; switch (type) { case POOL_SIMPLE: poolp = new LLDrawPoolSimple(); break; case POOL_INVISIBLE: poolp = new LLDrawPoolInvisible(); break; case POOL_GLOW: poolp = new LLDrawPoolGlow(); break; case POOL_ALPHA: poolp = new LLDrawPoolAlpha(); break; case POOL_AVATAR: poolp = new LLDrawPoolAvatar(); 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_WATER: poolp = new LLDrawPoolWater(); break; case POOL_GROUND: poolp = new LLDrawPoolGround(); break; case POOL_BUMP: poolp = new LLDrawPoolBump(); break; case POOL_WL_SKY: poolp = new LLDrawPoolWLSky(); break; default: llerrs << "Unknown draw pool type!" << llendl; return NULL; } llassert(poolp->mType == type); return poolp; } LLDrawPool::LLDrawPool(const U32 type) { mType = type; sNumDrawPools++; mId = sNumDrawPools; mVertexShaderLevel = 0; } LLDrawPool::~LLDrawPool() { } LLViewerImage *LLDrawPool::getDebugTexture() { return NULL; } //virtual void LLDrawPool::beginRenderPass( S32 pass ) { } //virtual void LLDrawPool::endRenderPass( S32 pass ) { } //============================= // Face Pool Implementation //============================= LLFacePool::LLFacePool(const U32 type) : LLDrawPool(type) { resetDrawOrders(); } LLFacePool::~LLFacePool() { destroy(); } void LLFacePool::destroy() { if (!mReferences.empty()) { llinfos << mReferences.size() << " references left on deletion of draw pool!" << llendl; } } void LLFacePool::dirtyTextures(const std::set& textures) { } BOOL LLFacePool::moveFace(LLFace *face, LLDrawPool *poolp, BOOL copy_data) { return TRUE; } // static S32 LLFacePool::drawLoop(face_array_t& face_list) { S32 res = 0; if (!face_list.empty()) { for (std::vector::iterator iter = face_list.begin(); iter != face_list.end(); iter++) { LLFace *facep = *iter; res += facep->renderIndexed(); } } return res; } // static S32 LLFacePool::drawLoopSetTex(face_array_t& face_list, S32 stage) { S32 res = 0; if (!face_list.empty()) { for (std::vector::iterator iter = face_list.begin(); iter != face_list.end(); iter++) { LLFace *facep = *iter; facep->bindTexture(stage); res += facep->renderIndexed(); } } return res; } void LLFacePool::drawLoop() { if (!mDrawFace.empty()) { drawLoop(mDrawFace); } } void LLFacePool::renderFaceSelected(LLFace *facep, LLImageGL *image, const LLColor4 &color, const S32 index_offset, const S32 index_count) { } 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); } LLViewerImage *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) { llinfos << "Face in wrong pool!" << llendl; facep->printDebugInfo(); ok = FALSE; } else if (!facep->verify()) { ok = FALSE; } } return ok; } void LLFacePool::printDebugInfo() const { llinfos << "Pool " << this << " Type: " << getType() << llendl; } BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE; void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color) { glColor4fv(color.mV); } void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color) { glColor4ubv(color.mV); } void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a) { glColor4f(r,g,b,a); } //============================= // Render Pass Implementation //============================= LLRenderPass::LLRenderPass(const U32 type) : LLDrawPool(type) { } LLRenderPass::~LLRenderPass() { } LLDrawPool* LLRenderPass::instancePool() { #if LL_RELEASE_FOR_DOWNLOAD llwarns << "Attempting to instance a render pass. Invalid operation." << llendl; #else llerrs << "Attempting to instance a render pass. Invalid operation." << llendl; #endif return NULL; } void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture) { 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, mask, texture); } } } void LLRenderPass::renderTexture(U32 type, U32 mask) { pushBatches(type, mask, TRUE); } void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture) { for (LLCullResult::drawinfo_list_t::iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i) { LLDrawInfo* pparams = *i; if (pparams) { pushBatch(*pparams, mask, texture); } } } void LLRenderPass::applyModelMatrix(LLDrawInfo& params) { if (params.mModelMatrix != gGLLastMatrix) { gGLLastMatrix = params.mModelMatrix; glLoadMatrixd(gGLModelView); if (params.mModelMatrix) { glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix); } gPipeline.mMatrixOpCount++; } } void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) { applyModelMatrix(params); if (texture) { if (params.mTexture.notNull()) { params.mTexture->bind(); if (params.mTextureMatrix) { glMatrixMode(GL_TEXTURE); glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } params.mTexture->addTextureStats(params.mVSize); } else { LLImageGL::unbindTexture(0); } } if (params.mVertexBuffer.notNull()) { params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(LLVertexBuffer::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount/3); } if (params.mTextureMatrix && texture && params.mTexture.notNull()) { glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } } void LLRenderPass::renderGroups(U32 type, U32 mask, BOOL texture) { gPipeline.renderGroups(this, type, mask, texture); }