/** * @file lldrawpool.h * @brief LLDrawPool class definition * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_LLDRAWPOOL_H #define LL_LLDRAWPOOL_H #include "v4coloru.h" #include "v2math.h" #include "v3math.h" #include "llvertexbuffer.h" class LLFace; class LLViewerTexture; class LLViewerFetchedTexture; class LLSpatialGroup; class LLDrawInfo; class LLVOAvatar; class LLMeshSkinInfo; class LLDrawPool { public: static S32 sNumDrawPools; enum { // Correspond to LLPipeline render type // Also controls render order, so passes that don't use alpha masking/blending should come before // other passes to preserve hierarchical Z for occlusion queries. Occlusion queries happen just // before grass, so grass should be the first alpha masked pool. Other ordering should be done // based on fill rate and likelihood to occlude future passes (faster, large occluders first). // POOL_SKY = 1, POOL_WL_SKY, POOL_SIMPLE, POOL_FULLBRIGHT, POOL_BUMP, POOL_TERRAIN, POOL_MATERIALS, POOL_GLTF_PBR, POOL_GRASS, POOL_GLTF_PBR_ALPHA_MASK, POOL_TREE, POOL_ALPHA_MASK, POOL_FULLBRIGHT_ALPHA_MASK, POOL_AVATAR, POOL_CONTROL_AV, // Animesh POOL_GLOW, POOL_ALPHA_PRE_WATER, POOL_VOIDWATER, POOL_WATER, POOL_ALPHA_POST_WATER, POOL_ALPHA, // note there is no actual "POOL_ALPHA" but pre-water and post-water pools consume POOL_ALPHA faces NUM_POOL_TYPES, }; LLDrawPool(const U32 type); virtual ~LLDrawPool(); virtual bool isDead() = 0; S32 getId() const { return mId; } U32 getType() const { return mType; } bool getSkipRenderFlag() const { return mSkipRender;} void setSkipRenderFlag( bool flag ) { mSkipRender = flag; } virtual LLViewerTexture *getDebugTexture(); virtual void beginRenderPass( S32 pass ); virtual void endRenderPass( S32 pass ); virtual S32 getNumPasses(); virtual void beginDeferredPass(S32 pass); virtual void endDeferredPass(S32 pass); virtual S32 getNumDeferredPasses(); virtual void renderDeferred(S32 pass = 0); virtual void beginPostDeferredPass(S32 pass); virtual void endPostDeferredPass(S32 pass); virtual S32 getNumPostDeferredPasses(); virtual void renderPostDeferred(S32 pass = 0); virtual void beginShadowPass(S32 pass); virtual void endShadowPass(S32 pass); virtual S32 getNumShadowPasses(); virtual void renderShadow(S32 pass = 0); virtual void render(S32 pass = 0) {}; virtual void prerender() {}; virtual U32 getVertexDataMask() { return 0; } // DEPRECATED -- draw pool doesn't actually determine vertex data mask any more virtual bool verify() const { return true; } // Verify that all data in the draw pool is correct! virtual S32 getShaderLevel() const { return mShaderLevel; } static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL); virtual LLViewerTexture* getTexture() = 0; virtual bool isFacePool() { return false; } virtual void resetDrawOrders() = 0; virtual void pushFaceGeometry() {} S32 mShaderLevel; S32 mId; U32 mType; // Type of draw pool bool mSkipRender; }; class LLRenderPass : public LLDrawPool { public: // list of possible LLRenderPass types to assign a render batch to // NOTE: "rigged" variant MUST be non-rigged variant + 1 // see LLVolumeGeometryManager::registerFace() enum { PASS_SIMPLE = NUM_POOL_TYPES, PASS_SIMPLE_RIGGED, PASS_GRASS, PASS_FULLBRIGHT, PASS_FULLBRIGHT_RIGGED, PASS_INVISIBLE, PASS_INVISIBLE_RIGGED, PASS_INVISI_SHINY, PASS_INVISI_SHINY_RIGGED, PASS_FULLBRIGHT_SHINY, PASS_FULLBRIGHT_SHINY_RIGGED, PASS_SHINY, PASS_SHINY_RIGGED, PASS_BUMP, PASS_BUMP_RIGGED, PASS_POST_BUMP, PASS_POST_BUMP_RIGGED, PASS_MATERIAL, PASS_MATERIAL_RIGGED, PASS_MATERIAL_ALPHA, PASS_MATERIAL_ALPHA_RIGGED, PASS_MATERIAL_ALPHA_MASK, // Diffuse texture used as alpha mask PASS_MATERIAL_ALPHA_MASK_RIGGED, PASS_MATERIAL_ALPHA_EMISSIVE, PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, PASS_SPECMAP, PASS_SPECMAP_RIGGED, PASS_SPECMAP_BLEND, PASS_SPECMAP_BLEND_RIGGED, PASS_SPECMAP_MASK, // Diffuse texture used as alpha mask and specular texture(map) PASS_SPECMAP_MASK_RIGGED, PASS_SPECMAP_EMISSIVE, PASS_SPECMAP_EMISSIVE_RIGGED, PASS_NORMMAP, PASS_NORMMAP_RIGGED, PASS_NORMMAP_BLEND, PASS_NORMMAP_BLEND_RIGGED, PASS_NORMMAP_MASK, // Diffuse texture used as alpha mask and normal map PASS_NORMMAP_MASK_RIGGED, PASS_NORMMAP_EMISSIVE, PASS_NORMMAP_EMISSIVE_RIGGED, PASS_NORMSPEC, PASS_NORMSPEC_RIGGED, PASS_NORMSPEC_BLEND, PASS_NORMSPEC_BLEND_RIGGED, PASS_NORMSPEC_MASK, // Diffuse texture used as alpha mask with normal and specular map PASS_NORMSPEC_MASK_RIGGED, PASS_NORMSPEC_EMISSIVE, PASS_NORMSPEC_EMISSIVE_RIGGED, PASS_GLOW, PASS_GLOW_RIGGED, PASS_GLTF_GLOW, PASS_GLTF_GLOW_RIGGED, PASS_ALPHA, PASS_ALPHA_RIGGED, PASS_ALPHA_MASK, PASS_ALPHA_MASK_RIGGED, PASS_FULLBRIGHT_ALPHA_MASK, // Diffuse texture used as alpha mask and fullbright PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, PASS_ALPHA_INVISIBLE, PASS_ALPHA_INVISIBLE_RIGGED, PASS_GLTF_PBR, PASS_GLTF_PBR_RIGGED, PASS_GLTF_PBR_ALPHA_MASK, PASS_GLTF_PBR_ALPHA_MASK_RIGGED, NUM_RENDER_TYPES, }; #ifdef LL_PROFILER_ENABLE_RENDER_DOC static inline const char* lookupPassName(U32 pass) { switch (pass) { case PASS_SIMPLE: return "PASS_SIMPLE"; case PASS_SIMPLE_RIGGED: return "PASS_SIMPLE_RIGGED"; case PASS_GRASS: return "PASS_GRASS"; case PASS_FULLBRIGHT: return "PASS_FULLBRIGHT"; case PASS_FULLBRIGHT_RIGGED: return "PASS_FULLBRIGHT_RIGGED"; case PASS_INVISIBLE: return "PASS_INVISIBLE"; case PASS_INVISIBLE_RIGGED: return "PASS_INVISIBLE_RIGGED"; case PASS_INVISI_SHINY: return "PASS_INVISI_SHINY"; case PASS_INVISI_SHINY_RIGGED: return "PASS_INVISI_SHINY_RIGGED"; case PASS_FULLBRIGHT_SHINY: return "PASS_FULLBRIGHT_SHINY"; case PASS_FULLBRIGHT_SHINY_RIGGED: return "PASS_FULLBRIGHT_SHINY_RIGGED"; case PASS_SHINY: return "PASS_SHINY"; case PASS_SHINY_RIGGED: return "PASS_SHINY_RIGGED"; case PASS_BUMP: return "PASS_BUMP"; case PASS_BUMP_RIGGED: return "PASS_BUMP_RIGGED"; case PASS_POST_BUMP: return "PASS_POST_BUMP"; case PASS_POST_BUMP_RIGGED: return "PASS_POST_BUMP_RIGGED"; case PASS_MATERIAL: return "PASS_MATERIAL"; case PASS_MATERIAL_RIGGED: return "PASS_MATERIAL_RIGGED"; case PASS_MATERIAL_ALPHA: return "PASS_MATERIAL_ALPHA"; case PASS_MATERIAL_ALPHA_RIGGED: return "PASS_MATERIAL_ALPHA_RIGGED"; case PASS_MATERIAL_ALPHA_MASK: return "PASS_MATERIAL_ALPHA_MASK"; case PASS_MATERIAL_ALPHA_MASK_RIGGED: return "PASS_MATERIAL_ALPHA_MASK_RIGGED"; case PASS_MATERIAL_ALPHA_EMISSIVE: return "PASS_MATERIAL_ALPHA_EMISSIVE"; case PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED: return "PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED"; case PASS_SPECMAP: return "PASS_SPECMAP"; case PASS_SPECMAP_RIGGED: return "PASS_SPECMAP_RIGGED"; case PASS_SPECMAP_BLEND: return "PASS_SPECMAP_BLEND"; case PASS_SPECMAP_BLEND_RIGGED: return "PASS_SPECMAP_BLEND_RIGGED"; case PASS_SPECMAP_MASK: return "PASS_SPECMAP_MASK"; case PASS_SPECMAP_MASK_RIGGED: return "PASS_SPECMAP_MASK_RIGGED"; case PASS_SPECMAP_EMISSIVE: return "PASS_SPECMAP_EMISSIVE"; case PASS_SPECMAP_EMISSIVE_RIGGED: return "PASS_SPECMAP_EMISSIVE_RIGGED"; case PASS_NORMMAP: return "PASS_NORMAMAP"; case PASS_NORMMAP_RIGGED: return "PASS_NORMMAP_RIGGED"; case PASS_NORMMAP_BLEND: return "PASS_NORMMAP_BLEND"; case PASS_NORMMAP_BLEND_RIGGED: return "PASS_NORMMAP_BLEND_RIGGED"; case PASS_NORMMAP_MASK: return "PASS_NORMMAP_MASK"; case PASS_NORMMAP_MASK_RIGGED: return "PASS_NORMMAP_MASK_RIGGED"; case PASS_NORMMAP_EMISSIVE: return "PASS_NORMMAP_EMISSIVE"; case PASS_NORMMAP_EMISSIVE_RIGGED: return "PASS_NORMMAP_EMISSIVE_RIGGED"; case PASS_NORMSPEC: return "PASS_NORMSPEC"; case PASS_NORMSPEC_RIGGED: return "PASS_NORMSPEC_RIGGED"; case PASS_NORMSPEC_BLEND: return "PASS_NORMSPEC_BLEND"; case PASS_NORMSPEC_BLEND_RIGGED: return "PASS_NORMSPEC_BLEND_RIGGED"; case PASS_NORMSPEC_MASK: return "PASS_NORMSPEC_MASK"; case PASS_NORMSPEC_MASK_RIGGED: return "PASS_NORMSPEC_MASK_RIGGED"; case PASS_NORMSPEC_EMISSIVE: return "PASS_NORMSPEC_EMISSIVE"; case PASS_NORMSPEC_EMISSIVE_RIGGED: return "PASS_NORMSPEC_EMISSIVE_RIGGED"; case PASS_GLOW: return "PASS_GLOW"; case PASS_GLOW_RIGGED: return "PASS_GLOW_RIGGED"; case PASS_ALPHA: return "PASS_ALPHA"; case PASS_ALPHA_RIGGED: return "PASS_ALPHA_RIGGED"; case PASS_ALPHA_MASK: return "PASS_ALPHA_MASK"; case PASS_ALPHA_MASK_RIGGED: return "PASS_ALPHA_MASK_RIGGED"; case PASS_FULLBRIGHT_ALPHA_MASK: return "PASS_FULLBRIGHT_ALPHA_MASK"; case PASS_FULLBRIGHT_ALPHA_MASK_RIGGED: return "PASS_FULLBRIGHT_ALPHA_MASK_RIGGED"; case PASS_ALPHA_INVISIBLE: return "PASS_ALPHA_INVISIBLE"; case PASS_ALPHA_INVISIBLE_RIGGED: return "PASS_ALPHA_INVISIBLE_RIGGED"; case PASS_GLTF_PBR: return "PASS_GLTF_PBR"; case PASS_GLTF_PBR_RIGGED: return "PASS_GLTF_PBR_RIGGED"; case PASS_GLTF_PBR_ALPHA_MASK: return "PASS_GLTF_PBR_ALPHA_MASK"; case PASS_GLTF_PBR_ALPHA_MASK_RIGGED: return "PASS_GLTF_PBR_ALPHA_MASK_RIGGED"; default: return "Unknown pass"; } } #else static inline const char* lookupPass(U32 pass) { return ""; } #endif LLRenderPass(const U32 type); virtual ~LLRenderPass(); /*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; } LLViewerTexture* getTexture() { return NULL; } bool isDead() { return false; } void resetDrawOrders() { } static void applyModelMatrix(const LLDrawInfo& params); // Use before a non-GLTF batch if it is interleaved with GLTF batches that share the same shader static void resetGLTFTextureTransform(); void pushBatches(U32 type, bool texture = true, bool batch_textures = false); void pushUntexturedBatches(U32 type); void pushRiggedBatches(U32 type, bool texture = true, bool batch_textures = false); void pushUntexturedRiggedBatches(U32 type); // push full GLTF batches // assumes draw infos of given type have valid GLTF materials void pushGLTFBatches(U32 type); // like pushGLTFBatches, but will not bind textures or set up texture transforms void pushUntexturedGLTFBatches(U32 type); // helper function for dispatching to textured or untextured pass based on bool void pushGLTFBatches(U32 type, bool textured); // rigged variants of above void pushRiggedGLTFBatches(U32 type); void pushRiggedGLTFBatches(U32 type, bool textured); void pushUntexturedRiggedGLTFBatches(U32 type); // push a single GLTF draw call void pushGLTFBatch(LLDrawInfo& params); void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); void pushUntexturedGLTFBatch(LLDrawInfo& params); void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false); void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false); void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false); void pushUntexturedBatch(LLDrawInfo& params); void pushBumpBatch(LLDrawInfo& params, bool texture, bool batch_textures = false); static bool uploadMatrixPalette(LLDrawInfo& params); static bool uploadMatrixPalette(LLVOAvatar* avatar, LLMeshSkinInfo* skinInfo); virtual void renderGroup(LLSpatialGroup* group, U32 type, bool texture = true); virtual void renderRiggedGroup(LLSpatialGroup* group, U32 type, bool texture = true); }; class LLFacePool : public LLDrawPool { public: typedef std::vector face_array_t; enum { SHADER_LEVEL_SCATTERING = 2 }; public: LLFacePool(const U32 type); virtual ~LLFacePool(); bool isDead() { return mReferences.empty(); } virtual LLViewerTexture *getTexture(); virtual void dirtyTextures(const std::set& textures); virtual void enqueue(LLFace *face); virtual bool addFace(LLFace *face); virtual bool removeFace(LLFace *face); virtual bool verify() const; // Verify that all data in the draw pool is correct! virtual void resetDrawOrders(); void resetAll(); void destroy(); void buildEdges(); void addFaceReference(LLFace *facep); void removeFaceReference(LLFace *facep); void printDebugInfo() const; bool isFacePool() { return true; } // call drawIndexed on every draw face void pushFaceGeometry(); friend class LLFace; friend class LLPipeline; public: face_array_t mDrawFace; face_array_t mMoveFace; face_array_t mReferences; public: class LLOverrideFaceColor { public: LLOverrideFaceColor(LLDrawPool* pool) : mOverride(sOverrideFaceColor), mPool(pool) { sOverrideFaceColor = true; } LLOverrideFaceColor(LLDrawPool* pool, const LLColor4& color) : mOverride(sOverrideFaceColor), mPool(pool) { sOverrideFaceColor = true; setColor(color); } LLOverrideFaceColor(LLDrawPool* pool, const LLColor4U& color) : mOverride(sOverrideFaceColor), mPool(pool) { sOverrideFaceColor = true; setColor(color); } LLOverrideFaceColor(LLDrawPool* pool, F32 r, F32 g, F32 b, F32 a) : mOverride(sOverrideFaceColor), mPool(pool) { sOverrideFaceColor = true; setColor(r, g, b, a); } ~LLOverrideFaceColor() { sOverrideFaceColor = mOverride; } void setColor(const LLColor4& color); void setColor(const LLColor4U& color); void setColor(F32 r, F32 g, F32 b, F32 a); bool mOverride; LLDrawPool* mPool; static bool sOverrideFaceColor; }; }; #endif //LL_LLDRAWPOOL_H