/** * @file pipeline.cpp * @brief Rendering pipeline. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * 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 "pipeline.h" // library includes #include "llimagepng.h" #include "llaudioengine.h" // For debugging. #include "llerror.h" #include "llviewercontrol.h" #include "llfasttimer.h" #include "llfontgl.h" #include "llfontvertexbuffer.h" #include "llnamevalue.h" #include "llpointer.h" #include "llprimitive.h" #include "llvolume.h" #include "material_codes.h" #include "v3color.h" #include "llui.h" #include "llglheaders.h" #include "llrender.h" #include "llstartup.h" #include "llwindow.h" // swapBuffers() // newview includes #include "llagent.h" #include "llagentcamera.h" #include "llappviewer.h" #include "lltexturecache.h" #include "lltexturefetch.h" #include "llimageworker.h" #include "lldrawable.h" #include "lldrawpoolalpha.h" #include "lldrawpoolavatar.h" #include "lldrawpoolbump.h" #include "lldrawpooltree.h" #include "lldrawpoolwater.h" #include "llface.h" #include "llfeaturemanager.h" #include "llfloatertelehub.h" #include "llfloaterreg.h" #include "llhudmanager.h" #include "llhudnametag.h" #include "llhudtext.h" #include "lllightconstants.h" #include "llmeshrepository.h" #include "llpipelinelistener.h" #include "llresmgr.h" #include "llselectmgr.h" #include "llsky.h" #include "lltracker.h" #include "lltool.h" #include "lltoolmgr.h" #include "llviewercamera.h" #include "llviewermediafocus.h" #include "llviewertexturelist.h" #include "llviewerobject.h" #include "llviewerobjectlist.h" #include "llviewerparcelmgr.h" #include "llviewerregion.h" // for audio debugging. #include "llviewerwindow.h" // For getSpinAxis #include "llvoavatarself.h" #include "llvocache.h" #include "llvosky.h" #include "llvowlsky.h" #include "llvotree.h" #include "llvovolume.h" #include "llvosurfacepatch.h" #include "llvowater.h" #include "llvotree.h" #include "llvopartgroup.h" #include "llworld.h" #include "llcubemap.h" #include "llviewershadermgr.h" #include "llviewerstats.h" #include "llviewerjoystick.h" #include "llviewerdisplay.h" #include "llspatialpartition.h" #include "llmutelist.h" #include "lltoolpie.h" #include "llnotifications.h" #include "llpathinglib.h" #include "llfloaterpathfindingconsole.h" #include "llfloaterpathfindingcharacters.h" #include "llfloatertools.h" #include "llpanelface.h" #include "llpathfindingpathtool.h" #include "llscenemonitor.h" #include "llprogressview.h" #include "llcleanup.h" #include "gltfscenemanager.h" #include "llenvironment.h" #include "llsettingsvo.h" #include "SMAAAreaTex.h" #include "SMAASearchTex.h" #ifndef LL_WINDOWS #define A_GCC 1 #pragma GCC diagnostic ignored "-Wunused-function" #pragma GCC diagnostic ignored "-Wunused-variable" #if LL_LINUX #pragma GCC diagnostic ignored "-Wrestrict" #endif #endif #define A_CPU 1 #include "app_settings/shaders/class1/deferred/CASF.glsl" // This is also C++ extern bool gSnapshot; bool gShiftFrame = false; //cached settings bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; U32 LLPipeline::RenderFSAAType; U32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; S32 LLPipeline::RenderShadowSplits; bool LLPipeline::RenderDeferredSSAO; F32 LLPipeline::RenderShadowResolutionScale; bool LLPipeline::RenderDelayCreation; bool LLPipeline::RenderAnimateRes; bool LLPipeline::FreezeTime; S32 LLPipeline::DebugBeaconLineWidth; F32 LLPipeline::RenderHighlightBrightness; LLColor4 LLPipeline::RenderHighlightColor; F32 LLPipeline::RenderHighlightThickness; bool LLPipeline::RenderSpotLightsInNondeferred; LLColor4 LLPipeline::PreviewAmbientColor; LLColor4 LLPipeline::PreviewDiffuse0; LLColor4 LLPipeline::PreviewSpecular0; LLColor4 LLPipeline::PreviewDiffuse1; LLColor4 LLPipeline::PreviewSpecular1; LLColor4 LLPipeline::PreviewDiffuse2; LLColor4 LLPipeline::PreviewSpecular2; LLVector3 LLPipeline::PreviewDirection0; LLVector3 LLPipeline::PreviewDirection1; LLVector3 LLPipeline::PreviewDirection2; F32 LLPipeline::RenderGlowMaxExtractAlpha; F32 LLPipeline::RenderGlowWarmthAmount; LLVector3 LLPipeline::RenderGlowLumWeights; LLVector3 LLPipeline::RenderGlowWarmthWeights; S32 LLPipeline::RenderGlowResolutionPow; S32 LLPipeline::RenderGlowIterations; F32 LLPipeline::RenderGlowWidth; F32 LLPipeline::RenderGlowStrength; bool LLPipeline::RenderGlowNoise; bool LLPipeline::RenderDepthOfField; bool LLPipeline::RenderDepthOfFieldInEditMode; F32 LLPipeline::CameraFocusTransitionTime; F32 LLPipeline::CameraFNumber; F32 LLPipeline::CameraFocalLength; F32 LLPipeline::CameraFieldOfView; F32 LLPipeline::RenderShadowNoise; F32 LLPipeline::RenderShadowBlurSize; F32 LLPipeline::RenderSSAOScale; U32 LLPipeline::RenderSSAOMaxScale; F32 LLPipeline::RenderSSAOFactor; LLVector3 LLPipeline::RenderSSAOEffect; F32 LLPipeline::RenderShadowOffsetError; F32 LLPipeline::RenderShadowBiasError; F32 LLPipeline::RenderShadowOffset; F32 LLPipeline::RenderShadowBias; F32 LLPipeline::RenderSpotShadowOffset; F32 LLPipeline::RenderSpotShadowBias; LLDrawable* LLPipeline::RenderSpotLight = nullptr; F32 LLPipeline::RenderEdgeDepthCutoff; F32 LLPipeline::RenderEdgeNormCutoff; LLVector3 LLPipeline::RenderShadowGaussian; F32 LLPipeline::RenderShadowBlurDistFactor; bool LLPipeline::RenderDeferredAtmospheric; F32 LLPipeline::RenderHighlightFadeTime; F32 LLPipeline::RenderFarClip; LLVector3 LLPipeline::RenderShadowSplitExponent; F32 LLPipeline::RenderShadowErrorCutoff; F32 LLPipeline::RenderShadowFOVCutoff; bool LLPipeline::CameraOffset; F32 LLPipeline::CameraMaxCoF; F32 LLPipeline::CameraDoFResScale; F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; bool LLPipeline::RenderScreenSpaceReflections; S32 LLPipeline::RenderScreenSpaceReflectionIterations; F32 LLPipeline::RenderScreenSpaceReflectionRayStep; F32 LLPipeline::RenderScreenSpaceReflectionDistanceBias; F32 LLPipeline::RenderScreenSpaceReflectionDepthRejectBias; F32 LLPipeline::RenderScreenSpaceReflectionAdaptiveStepMultiplier; S32 LLPipeline::RenderScreenSpaceReflectionGlossySamples; S32 LLPipeline::RenderBufferVisualization; bool LLPipeline::RenderMirrors; S32 LLPipeline::RenderHeroProbeUpdateRate; S32 LLPipeline::RenderHeroProbeConservativeUpdateMultiplier; LLTrace::EventStatHandle LLPipeline::sStatBatchSize("renderbatchsize"); const U32 LLPipeline::MAX_PREVIEW_WIDTH = 512; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; const F32 ALPHA_BLEND_CUTOFF = 0.598f; const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; extern S32 gBoxFrame; extern bool gDisplaySwapBuffers; extern bool gDebugGL; extern bool gCubeSnapshot; extern bool gSnapshotNoPost; bool gAvatarBacklight = false; bool gDebugPipeline = false; LLPipeline gPipeline; const LLMatrix4* gGLLastMatrix = NULL; LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY("Render Geometry"); LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS("Grass"); LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE("Invisible"); LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY("Shiny"); LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE("Simple"); LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN("Terrain"); LLTrace::BlockTimerStatHandle FTM_RENDER_TREES("Trees"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI"); LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water"); LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky"); LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects"); LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars"); LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump"); LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials"); LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT("Fullbright"); LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW("Glow"); LLTrace::BlockTimerStatHandle FTM_GEO_UPDATE("Geo Update"); LLTrace::BlockTimerStatHandle FTM_POOLRENDER("RenderPool"); LLTrace::BlockTimerStatHandle FTM_POOLS("Pools"); LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLRENDER("RenderPool (Deferred)"); LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLS("Pools (Deferred)"); LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLRENDER("RenderPool (Post)"); LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLS("Pools (Post)"); LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State"); LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D"); static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables"); static LLStaticHashedString sTint("tint"); static LLStaticHashedString sAmbiance("ambiance"); static LLStaticHashedString sAlphaScale("alpha_scale"); static LLStaticHashedString sNormMat("norm_mat"); static LLStaticHashedString sOffset("offset"); static LLStaticHashedString sScreenRes("screenRes"); static LLStaticHashedString sDelta("delta"); static LLStaticHashedString sDistFactor("dist_factor"); static LLStaticHashedString sKern("kern"); static LLStaticHashedString sKernScale("kern_scale"); static LLStaticHashedString sSmaaRTMetrics("SMAA_RT_METRICS"); //---------------------------------------- void drawBox(const LLVector4a& c, const LLVector4a& r); void drawBoxOutline(const LLVector3& pos, const LLVector3& size); U32 nhpo2(U32 v); LLVertexBuffer* ll_create_cube_vb(U32 type_mask); void display_update_camera(); //---------------------------------------- S32 LLPipeline::sCompiles = 0; bool LLPipeline::sPickAvatar = true; bool LLPipeline::sDynamicLOD = true; bool LLPipeline::sShowHUDAttachments = true; bool LLPipeline::sRenderMOAPBeacons = false; bool LLPipeline::sRenderPhysicalBeacons = true; bool LLPipeline::sRenderScriptedBeacons = false; bool LLPipeline::sRenderScriptedTouchBeacons = true; bool LLPipeline::sRenderParticleBeacons = false; bool LLPipeline::sRenderSoundBeacons = false; bool LLPipeline::sRenderBeacons = false; bool LLPipeline::sRenderHighlight = true; LLRender::eTexIndex LLPipeline::sRenderHighlightTextureChannel = LLRender::DIFFUSE_MAP; bool LLPipeline::sForceOldBakedUpload = false; S32 LLPipeline::sUseOcclusion = 0; bool LLPipeline::sAutoMaskAlphaDeferred = true; bool LLPipeline::sAutoMaskAlphaNonDeferred = false; bool LLPipeline::sRenderTransparentWater = true; bool LLPipeline::sBakeSunlight = false; bool LLPipeline::sNoAlpha = false; bool LLPipeline::sUseFarClip = true; bool LLPipeline::sShadowRender = false; bool LLPipeline::sRenderGlow = false; bool LLPipeline::sReflectionRender = false; bool LLPipeline::sDistortionRender = false; bool LLPipeline::sImpostorRender = false; bool LLPipeline::sImpostorRenderAlphaDepthPass = false; bool LLPipeline::sUnderWaterRender = false; bool LLPipeline::sTextureBindTest = false; bool LLPipeline::sRenderAttachedLights = true; bool LLPipeline::sRenderAttachedParticles = true; bool LLPipeline::sRenderDeferred = false; bool LLPipeline::sReflectionProbesEnabled = false; S32 LLPipeline::sVisibleLightCount = 0; bool LLPipeline::sRenderingHUDs; F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f; // EventHost API LLPipeline listener. static LLPipelineListener sPipelineListener; static LLCullResult* sCull = NULL; void validate_framebuffer_object(); // Add color attachments for deferred rendering // target -- RenderTarget to add attachments to bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { bool valid = true && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+fogmask, See: class1\deferred\materialF.glsl & softenlight && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive OR material env intensity return valid; } LLPipeline::LLPipeline() : mBackfaceCull(false), mMatrixOpCount(0), mTextureMatrixOps(0), mNumVisibleNodes(0), mNumVisibleFaces(0), mPoissonOffset(0), mInitialized(false), mShadersLoaded(false), mTransformFeedbackPrimitives(0), mRenderDebugFeatureMask(0), mRenderDebugMask(0), mOldRenderDebugMask(0), mMeshDirtyQueryObject(0), mGroupQ1Locked(false), mResetVertexBuffers(false), mLastRebuildPool(NULL), mLightMask(0), mLightMovingMask(0) { mNoiseMap = 0; mTrueNoiseMap = 0; mLightFunc = 0; for(U32 i = 0; i < 8; i++) { mHWLightColors[i] = LLColor4::black; } } void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name) { LLPointer cntrl_ptr = gSavedSettings.getControl(name); if ( cntrl_ptr.isNull() ) { LL_WARNS() << "Global setting name not found:" << name << LL_ENDL; } else { cntrl_ptr->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); } } void LLPipeline::init() { refreshCachedSettings(); mRT = &mMainRT; gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize"); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); mInitialized = true; stop_glerror(); //create render pass pools getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); getPool(LLDrawPool::POOL_ALPHA_POST_WATER); getPool(LLDrawPool::POOL_SIMPLE); getPool(LLDrawPool::POOL_ALPHA_MASK); getPool(LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK); getPool(LLDrawPool::POOL_GRASS); getPool(LLDrawPool::POOL_FULLBRIGHT); getPool(LLDrawPool::POOL_BUMP); getPool(LLDrawPool::POOL_MATERIALS); getPool(LLDrawPool::POOL_GLOW); getPool(LLDrawPool::POOL_GLTF_PBR); getPool(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK); resetFrameStats(); if (gSavedSettings.getBOOL("DisableAllRenderFeatures")) { clearAllRenderDebugFeatures(); } else { setAllRenderDebugFeatures(); // By default, all debugging features on } clearAllRenderDebugDisplays(); // All debug displays off if (gSavedSettings.getBOOL("DisableAllRenderTypes")) { clearAllRenderTypes(); } else if (gNonInteractive) { clearAllRenderTypes(); } else { setAllRenderTypes(); // By default, all rendering types start enabled } // make sure RenderPerformanceTest persists (hackity hack hack) // disables non-object rendering (UI, sky, water, etc) if (gSavedSettings.getBOOL("RenderPerformanceTest")) { gSavedSettings.setBOOL("RenderPerformanceTest", false); gSavedSettings.setBOOL("RenderPerformanceTest", true); } mOldRenderDebugMask = mRenderDebugMask; mBackfaceCull = true; // Enable features LLViewerShaderMgr::instance()->setShaders(); for (U32 i = 0; i < 2; ++i) { mSpotLightFade[i] = 1.f; } if (mCubeVB.isNull()) { mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); } mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK); mDeferredVB->allocateBuffer(8, 0); { mScreenTriangleVB = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); mScreenTriangleVB->allocateBuffer(3, 0); LLStrider vert; mScreenTriangleVB->getVertexStrider(vert); vert[0].set(-1, 1, 0); vert[1].set(-1, -3, 0); vert[2].set(3, 1, 0); mScreenTriangleVB->unmapBuffer(); } // // Update all settings to trigger a cached settings refresh // connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred"); connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred"); connectRefreshCachedSettingsSafe("RenderUseFarClip"); connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors"); connectRefreshCachedSettingsSafe("UseOcclusion"); // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); connectRefreshCachedSettingsSafe("RenderFSAAType"); connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); connectRefreshCachedSettingsSafe("RenderShadowSplits"); connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); connectRefreshCachedSettingsSafe("RenderDelayCreation"); connectRefreshCachedSettingsSafe("RenderAnimateRes"); connectRefreshCachedSettingsSafe("FreezeTime"); connectRefreshCachedSettingsSafe("DebugBeaconLineWidth"); connectRefreshCachedSettingsSafe("RenderHighlightBrightness"); connectRefreshCachedSettingsSafe("RenderHighlightColor"); connectRefreshCachedSettingsSafe("RenderHighlightThickness"); connectRefreshCachedSettingsSafe("RenderSpotLightsInNondeferred"); connectRefreshCachedSettingsSafe("PreviewAmbientColor"); connectRefreshCachedSettingsSafe("PreviewDiffuse0"); connectRefreshCachedSettingsSafe("PreviewSpecular0"); connectRefreshCachedSettingsSafe("PreviewDiffuse1"); connectRefreshCachedSettingsSafe("PreviewSpecular1"); connectRefreshCachedSettingsSafe("PreviewDiffuse2"); connectRefreshCachedSettingsSafe("PreviewSpecular2"); connectRefreshCachedSettingsSafe("PreviewDirection0"); connectRefreshCachedSettingsSafe("PreviewDirection1"); connectRefreshCachedSettingsSafe("PreviewDirection2"); connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha"); connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount"); connectRefreshCachedSettingsSafe("RenderGlowLumWeights"); connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights"); connectRefreshCachedSettingsSafe("RenderGlowResolutionPow"); connectRefreshCachedSettingsSafe("RenderGlowIterations"); connectRefreshCachedSettingsSafe("RenderGlowWidth"); connectRefreshCachedSettingsSafe("RenderGlowStrength"); connectRefreshCachedSettingsSafe("RenderGlowNoise"); connectRefreshCachedSettingsSafe("RenderDepthOfField"); connectRefreshCachedSettingsSafe("RenderDepthOfFieldInEditMode"); connectRefreshCachedSettingsSafe("CameraFocusTransitionTime"); connectRefreshCachedSettingsSafe("CameraFNumber"); connectRefreshCachedSettingsSafe("CameraFocalLength"); connectRefreshCachedSettingsSafe("CameraFieldOfView"); connectRefreshCachedSettingsSafe("RenderShadowNoise"); connectRefreshCachedSettingsSafe("RenderShadowBlurSize"); connectRefreshCachedSettingsSafe("RenderSSAOScale"); connectRefreshCachedSettingsSafe("RenderSSAOMaxScale"); connectRefreshCachedSettingsSafe("RenderSSAOFactor"); connectRefreshCachedSettingsSafe("RenderSSAOEffect"); connectRefreshCachedSettingsSafe("RenderShadowOffsetError"); connectRefreshCachedSettingsSafe("RenderShadowBiasError"); connectRefreshCachedSettingsSafe("RenderShadowOffset"); connectRefreshCachedSettingsSafe("RenderShadowBias"); connectRefreshCachedSettingsSafe("RenderSpotShadowOffset"); connectRefreshCachedSettingsSafe("RenderSpotShadowBias"); connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff"); connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff"); connectRefreshCachedSettingsSafe("RenderShadowGaussian"); connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor"); connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric"); connectRefreshCachedSettingsSafe("RenderHighlightFadeTime"); connectRefreshCachedSettingsSafe("RenderFarClip"); connectRefreshCachedSettingsSafe("RenderShadowSplitExponent"); connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff"); connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff"); connectRefreshCachedSettingsSafe("CameraOffset"); connectRefreshCachedSettingsSafe("CameraMaxCoF"); connectRefreshCachedSettingsSafe("CameraDoFResScale"); connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionIterations"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionRayStep"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDistanceBias"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDepthRejectBias"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionGlossySamples"); connectRefreshCachedSettingsSafe("RenderBufferVisualization"); connectRefreshCachedSettingsSafe("RenderMirrors"); connectRefreshCachedSettingsSafe("RenderHeroProbeUpdateRate"); connectRefreshCachedSettingsSafe("RenderHeroProbeConservativeUpdateMultiplier"); connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); LLPointer cntrl_ptr = gSavedSettings.getControl("CollectFontVertexBuffers"); if (cntrl_ptr.notNull()) { cntrl_ptr->getCommitSignal()->connect([](LLControlVariable* control, const LLSD& value, const LLSD& previous) { LLFontVertexBuffer::enableBufferCollection(control->getValue().asBoolean()); }); } } LLPipeline::~LLPipeline() { } void LLPipeline::cleanup() { assertInitialized(); mGroupQ1.clear() ; for(pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ) { pool_set_t::iterator curiter = iter++; LLDrawPool* poolp = *curiter; if (poolp->isFacePool()) { LLFacePool* face_pool = (LLFacePool*) poolp; if (face_pool->mReferences.empty()) { mPools.erase(curiter); removeFromQuickLookup( poolp ); delete poolp; } } else { mPools.erase(curiter); removeFromQuickLookup( poolp ); delete poolp; } } if (!mTerrainPools.empty()) { LL_WARNS() << "Terrain Pools not cleaned up" << LL_ENDL; } if (!mTreePools.empty()) { LL_WARNS() << "Tree Pools not cleaned up" << LL_ENDL; } delete mAlphaPoolPreWater; mAlphaPoolPreWater = nullptr; delete mAlphaPoolPostWater; mAlphaPoolPostWater = nullptr; delete mSkyPool; mSkyPool = NULL; delete mTerrainPool; mTerrainPool = NULL; delete mWaterPool; mWaterPool = NULL; delete mSimplePool; mSimplePool = NULL; delete mFullbrightPool; mFullbrightPool = NULL; delete mGlowPool; mGlowPool = NULL; delete mBumpPool; mBumpPool = NULL; // don't delete wl sky pool it was handled above in the for loop //delete mWLSkyPool; mWLSkyPool = NULL; releaseGLBuffers(); mFaceSelectImagep = NULL; mMovedList.clear(); mMovedBridge.clear(); mShiftList.clear(); mInitialized = false; mDeferredVB = NULL; mScreenTriangleVB = nullptr; mCubeVB = NULL; mReflectionMapManager.cleanup(); mHeroProbeManager.cleanup(); } //============================================================================ void LLPipeline::destroyGL() { stop_glerror(); unloadShaders(); mHighlightFaces.clear(); resetDrawOrders(); releaseGLBuffers(); if (mMeshDirtyQueryObject) { glDeleteQueries(1, &mMeshDirtyQueryObject); mMeshDirtyQueryObject = 0; } } void LLPipeline::requestResizeScreenTexture() { gResizeScreenTexture = true; } void LLPipeline::requestResizeShadowTexture() { gResizeShadowTexture = true; } void LLPipeline::resizeShadowTexture() { releaseSunShadowTargets(); releaseSpotShadowTargets(); allocateShadowBuffer(mRT->width, mRT->height); gResizeShadowTexture = false; } void LLPipeline::resizeScreenTexture() { if (gPipeline.shadersLoaded()) { GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); if (gResizeScreenTexture || (resX != mRT->screen.getWidth()) || (resY != mRT->screen.getHeight())) { releaseScreenBuffers(); releaseSunShadowTargets(); releaseSpotShadowTargets(); allocateScreenBuffer(resX,resY); gResizeScreenTexture = false; } } } bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; eFBOStatus ret = doAllocateScreenBuffer(resX, resY); return ret == FBO_SUCCESS_FULLRES; } LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; // try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again // - if not multisampled, shrink resolution and try again (favor X resolution over Y) // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state // refresh cached settings here to protect against inconsistent event handling order refreshCachedSettings(); eFBOStatus ret = FBO_SUCCESS_FULLRES; if (!allocateScreenBufferInternal(resX, resY)) { //failed to allocate at requested specification, return false ret = FBO_FAILURE; releaseScreenBuffers(); //reduce resolution while (resY > 0 && resX > 0) { resY /= 2; if (allocateScreenBufferInternal(resX, resY)) { return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); resX /= 2; if (allocateScreenBufferInternal(resX, resY)) { return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); } LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL; } return ret; } bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer gCubeSnapshot = true; if (sReflectionProbesEnabled) { mReflectionMapManager.initReflectionMaps(); } mRT = &mAuxillaryRT; U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled allocateScreenBufferInternal(res, res); if (RenderMirrors) { mHeroProbeManager.initReflectionMaps(); res = mHeroProbeManager.mProbeResolution; // We also scale the hero probe RT to the probe res since we don't super sample it. mRT = &mHeroProbeRT; allocateScreenBufferInternal(res, res); } mRT = &mMainRT; gCubeSnapshot = false; } // remember these dimensions mRT->width = resX; mRT->height = resY; U32 res_mod = RenderResolutionDivisor; if (res_mod > 1 && res_mod < resX && res_mod < resY) { resX /= res_mod; resY /= res_mod; } S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; GLuint screenFormat = GL_RGBA16F; if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; mRT->deferredScreen.shareDepthBuffer(mRT->screen); if (shadow_detail > 0 || ssao || RenderDepthOfField) { //only need mRT->deferredLight for shadows OR ssao OR dof if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; } else { mRT->deferredLight.release(); } allocateShadowBuffer(resX, resY); if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots { if (RenderUIBuffer) { if (!mUIScreen.allocate(resX, resY, GL_RGBA)) { return false; } } if (RenderFSAAType > 0) { if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false; if (RenderFSAAType == 2) { if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false; } } else { mFXAAMap.release(); mSMAABlendBuffer.release(); } //water reflection texture (always needed as scratch space whether or not transparent water is enabled) mWaterDis.allocate(resX, resY, GL_RGBA16F, true); if(RenderScreenSpaceReflections) { mSceneMap.allocate(resX, resY, GL_RGBA16F, true); } else { mSceneMap.release(); } mPostMap.allocate(resX, resY, GL_RGBA16F); // used to scale down textures // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown mDownResMap.allocate(4, 4, GL_RGBA); mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA); } //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) { return false; } gGL.getTexUnit(0)->disable(); stop_glerror(); return true; } // must be even to avoid a stripe in the horizontal shadow blur inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; } bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; S32 shadow_detail = RenderShadowDetail; F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps U32 sun_shadow_map_width = BlurHappySize(resX, scale); U32 sun_shadow_map_height = BlurHappySize(resY, scale); if (shadow_detail > 0) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) { return false; } } } else { for (U32 i = 0; i < 4; i++) { releaseSunShadowTarget(i); } } if (!gCubeSnapshot) // hack to not allocate spot shadow maps during ReflectionMapManager init { U32 width = (U32)(resX * scale); U32 height = width; if (shadow_detail > 1) { //allocate two spot shadow maps U32 spot_shadow_map_width = width; U32 spot_shadow_map_height = height; for (U32 i = 0; i < 2; i++) { if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true)) { return false; } } } else { releaseSpotShadowTargets(); } } // set up shadow map filtering and compare modes if (shadow_detail > 0) { for (U32 i = 0; i < 4; i++) { LLRenderTarget* shadow_target = getSunShadowTarget(i); if (shadow_target) { gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } } } if (shadow_detail > 1 && !gCubeSnapshot) { for (U32 i = 0; i < 2; i++) { LLRenderTarget* shadow_target = getSpotShadowTarget(i); if (shadow_target) { gGL.getTexUnit(0)->bind(shadow_target, true); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } } } return true; } //static void LLPipeline::updateRenderTransparentWater() { sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater"); } // static void LLPipeline::refreshCachedSettings() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred"); LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); LLVOAvatar::sMaxNonImpostors = gSavedSettings.getU32("RenderAvatarMaxNonImpostors"); LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); LLPipeline::sUseOcclusion = (!gUseWireframe && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0; WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation"); RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes"); FreezeTime = gSavedSettings.getBOOL("FreezeTime"); DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth"); RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness"); RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor"); RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness"); RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"); PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor"); PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0"); PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1"); PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2"); PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow"); RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations"); RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth"); RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength"); RenderGlowNoise = gSavedSettings.getBOOL("RenderGlowNoise"); RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField"); RenderDepthOfFieldInEditMode = gSavedSettings.getBOOL("RenderDepthOfFieldInEditMode"); CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime"); CameraFNumber = gSavedSettings.getF32("CameraFNumber"); CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor"); RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect"); RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError"); RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError"); RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset"); RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); RenderFarClip = gSavedSettings.getF32("RenderFarClip"); RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent"); RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); CameraOffset = gSavedSettings.getBOOL("CameraOffset"); CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF"); CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale"); RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit"); RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); RenderScreenSpaceReflectionIterations = gSavedSettings.getS32("RenderScreenSpaceReflectionIterations"); RenderScreenSpaceReflectionRayStep = gSavedSettings.getF32("RenderScreenSpaceReflectionRayStep"); RenderScreenSpaceReflectionDistanceBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDistanceBias"); RenderScreenSpaceReflectionDepthRejectBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDepthRejectBias"); RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); RenderMirrors = gSavedSettings.getBOOL("RenderMirrors"); RenderHeroProbeUpdateRate = gSavedSettings.getS32("RenderHeroProbeUpdateRate"); RenderHeroProbeConservativeUpdateMultiplier = gSavedSettings.getS32("RenderHeroProbeConservativeUpdateMultiplier"); sReflectionProbesEnabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionsEnabled") && gSavedSettings.getBOOL("RenderReflectionsEnabled"); RenderSpotLight = nullptr; if (gNonInteractive) { LLVOAvatar::sMaxNonImpostors = 1; LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); } LLFontVertexBuffer::enableBufferCollection(gSavedSettings.getBOOL("CollectFontVertexBuffers")); } void LLPipeline::releaseGLBuffers() { assertInitialized(); if (mNoiseMap) { LLImageGL::deleteTextures(1, &mNoiseMap); mNoiseMap = 0; } if (mTrueNoiseMap) { LLImageGL::deleteTextures(1, &mTrueNoiseMap); mTrueNoiseMap = 0; } if (mSMAAAreaMap) { LLImageGL::deleteTextures(1, &mSMAAAreaMap); mSMAAAreaMap = 0; } if (mSMAASearchMap) { LLImageGL::deleteTextures(1, &mSMAASearchMap); mSMAASearchMap = 0; } releaseLUTBuffers(); mWaterDis.release(); mSceneMap.release(); mPostMap.release(); mFXAAMap.release(); mUIScreen.release(); mDownResMap.release(); mBakeMap.release(); for (U32 i = 0; i < 3; i++) { mGlow[i].release(); } mHeroProbeManager.cleanup(); // release hero probes releaseScreenBuffers(); gBumpImageList.destroyGL(); LLVOAvatar::resetImpostors(); } void LLPipeline::releaseLUTBuffers() { if (mLightFunc) { LLImageGL::deleteTextures(1, &mLightFunc); mLightFunc = 0; } mPbrBrdfLut.release(); mExposureMap.release(); mLuminanceMap.release(); mLastExposure.release(); } void LLPipeline::releaseShadowBuffers() { releaseSunShadowTargets(); releaseSpotShadowTargets(); } void LLPipeline::releaseScreenBuffers() { mRT->screen.release(); mRT->deferredScreen.release(); mRT->deferredLight.release(); mAuxillaryRT.screen.release(); mAuxillaryRT.deferredScreen.release(); mAuxillaryRT.deferredLight.release(); mHeroProbeRT.screen.release(); mHeroProbeRT.deferredScreen.release(); mHeroProbeRT.deferredLight.release(); } void LLPipeline::releaseSunShadowTarget(U32 index) { llassert(index < 4); mRT->shadow[index].release(); } void LLPipeline::releaseSunShadowTargets() { for (U32 i = 0; i < 4; i++) { releaseSunShadowTarget(i); } } void LLPipeline::releaseSpotShadowTargets() { if (!gCubeSnapshot) // hack to avoid freeing spot shadows during ReflectionMapManager init { for (U32 i = 0; i < 2; i++) { mSpotShadow[i].release(); } } } void LLPipeline::createGLBuffers() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; stop_glerror(); assertInitialized(); stop_glerror(); GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); // allocate screen space glow buffers const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; for (U32 i = 0; i < 3; i++) { mGlow[i].allocate(512, glow_res, glow_color_fmt); } allocateScreenBuffer(resX, resY); mRT->width = 0; mRT->height = 0; if (!mNoiseMap) { const U32 noiseRes = 128; LLVector3 noise[noiseRes*noiseRes]; F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f; for (U32 i = 0; i < noiseRes*noiseRes; ++i) { noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f); noise[i].normVec(); noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f; } LLImageGL::generateTextures(1, &mNoiseMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } if (!mTrueNoiseMap) { const U32 noiseRes = 128; F32 noise[noiseRes*noiseRes*3]; for (U32 i = 0; i < noiseRes*noiseRes*3; i++) { noise[i] = ll_frand()*2.0f-1.0f; } LLImageGL::generateTextures(1, &mTrueNoiseMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } if (!mSMAAAreaMap) { std::vector tempBuffer(AREATEX_SIZE); for (U32 y = 0; y < AREATEX_HEIGHT; y++) { U32 srcY = AREATEX_HEIGHT - 1 - y; // unsigned int srcY = y; memcpy(&tempBuffer[y * AREATEX_PITCH], areaTexBytes + srcY * AREATEX_PITCH, AREATEX_PITCH); } LLImageGL::generateTextures(1, &mSMAAAreaMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG, GL_UNSIGNED_BYTE, tempBuffer.data(), false); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } if (!mSMAASearchMap) { std::vector tempBuffer(SEARCHTEX_SIZE); for (U32 y = 0; y < SEARCHTEX_HEIGHT; y++) { U32 srcY = SEARCHTEX_HEIGHT - 1 - y; // unsigned int srcY = y; memcpy(&tempBuffer[y * SEARCHTEX_PITCH], searchTexBytes + srcY * SEARCHTEX_PITCH, SEARCHTEX_PITCH); } LLImageGL::generateTextures(1, &mSMAASearchMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED, GL_UNSIGNED_BYTE, tempBuffer.data(), false); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } if (!mSMAASampleMap) { LLPointer raw_image = new LLImageRaw; LLPointer png_image = new LLImagePNG; static LLCachedControl sample_path(gSavedSettings, "SamplePath", ""); if (gDirUtilp->fileExists(sample_path()) && png_image->load(sample_path()) && png_image->decode(raw_image, 0.0f)) { U32 format = 0; switch (raw_image->getComponents()) { case 1: format = GL_RED; break; case 2: format = GL_RG; break; case 3: format = GL_RGB; break; case 4: format = GL_RGBA; break; default: return; }; LLImageGL::generateTextures(1, &mSMAASampleMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(), raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false); stop_glerror(); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } } createLUTBuffers(); gBumpImageList.restoreGL(); } F32 lerpf(F32 a, F32 b, F32 w) { return a + w * (b - a); } void LLPipeline::createLUTBuffers() { if (!mLightFunc) { U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); F32* ls = new F32[lightResX*lightResY]; F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks) for (U32 y = 0; y < lightResY; ++y) { for (U32 x = 0; x < lightResX; ++x) { ls[y*lightResX+x] = 0; F32 sa = (F32) x/(lightResX-1); F32 spec = (F32) y/(lightResY-1); F32 n = spec * spec * specExp; // Nothing special here. Just your typical blinn-phong term. spec = powf(sa, n); // Apply our normalization function. // Note: This is the full equation that applies the full normalization curve, not an approximation. // This is fine, given we only need to create our LUT once per buffer initialization. spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n))); // Since we use R16F, we no longer have a dynamic range issue we need to work around here. // Though some older drivers may not like this, newer drivers shouldn't have this problem. ls[y*lightResX+x] = spec; } } U32 pix_format = GL_R16F; #if LL_DARWIN // Need to work around limited precision with 10.6.8 and older drivers // pix_format = GL_R32F; #endif LLImageGL::generateTextures(1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); delete [] ls; } mPbrBrdfLut.allocate(512, 512, GL_RG16F); mPbrBrdfLut.bindTarget(); gDeferredGenBrdfLutProgram.bind(); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1, -1); gGL.vertex2f(-1, 1); gGL.vertex2f(1, -1); gGL.vertex2f(1, 1); gGL.end(); gGL.flush(); gDeferredGenBrdfLutProgram.unbind(); mPbrBrdfLut.flush(); mExposureMap.allocate(1, 1, GL_R16F); mExposureMap.bindTarget(); glClearColor(1, 1, 1, 0); mExposureMap.clear(); glClearColor(0, 0, 0, 0); mExposureMap.flush(); mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); mLastExposure.allocate(1, 1, GL_R16F); } void LLPipeline::restoreGL() { assertInitialized(); LLViewerShaderMgr::instance()->setShaders(); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { part->restoreGL(); } } } } bool LLPipeline::shadersLoaded() { return (assertInitialized() && mShadersLoaded); } bool LLPipeline::canUseWindLightShaders() const { return true; } bool LLPipeline::canUseAntiAliasing() const { return true; } void LLPipeline::unloadShaders() { LLViewerShaderMgr::instance()->unloadShaders(); mShadersLoaded = false; } void LLPipeline::assertInitializedDoError() { LL_ERRS() << "LLPipeline used when uninitialized." << LL_ENDL; } //============================================================================ void LLPipeline::enableShadows(const bool enable_shadows) { //should probably do something here to wrangle shadows.... } class LLOctreeDirtyTexture : public OctreeTraveler { public: const std::set& mTextures; LLOctreeDirtyTexture(const std::set& textures) : mTextures(textures) { } virtual void visit(const OctreeNode* node) { LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); if (!group->hasState(LLSpatialGroup::GEOM_DIRTY) && !group->isEmpty()) { for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) { for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j) { LLDrawInfo* params = *j; LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture); if (tex && mTextures.find(tex) != mTextures.end()) { group->setState(LLSpatialGroup::GEOM_DIRTY); } } } } for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) { LLSpatialBridge* bridge = *i; traverse(bridge->mOctree); } } }; // Called when a texture changes # of channels (causes faces to move to alpha pool) void LLPipeline::dirtyPoolObjectTextures(const std::set& textures) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); // *TODO: This is inefficient and causes frame spikes; need a better way to do this // Most of the time is spent in dirty.traverse. for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; if (poolp->isFacePool()) { ((LLFacePool*) poolp)->dirtyTextures(textures); } } LLOctreeDirtyTexture dirty(textures); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { dirty.traverse(part->mOctree); } } } } LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) { assertInitialized(); LLDrawPool *poolp = NULL; switch( type ) { case LLDrawPool::POOL_SIMPLE: poolp = mSimplePool; break; case LLDrawPool::POOL_GRASS: poolp = mGrassPool; break; case LLDrawPool::POOL_ALPHA_MASK: poolp = mAlphaMaskPool; break; case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: poolp = mFullbrightAlphaMaskPool; break; case LLDrawPool::POOL_FULLBRIGHT: poolp = mFullbrightPool; break; case LLDrawPool::POOL_GLOW: poolp = mGlowPool; break; case LLDrawPool::POOL_TREE: poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 ); break; case LLDrawPool::POOL_TERRAIN: poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 ); break; case LLDrawPool::POOL_BUMP: poolp = mBumpPool; break; case LLDrawPool::POOL_MATERIALS: poolp = mMaterialsPool; break; case LLDrawPool::POOL_ALPHA_PRE_WATER: poolp = mAlphaPoolPreWater; break; case LLDrawPool::POOL_ALPHA_POST_WATER: poolp = mAlphaPoolPostWater; break; case LLDrawPool::POOL_AVATAR: case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: poolp = mSkyPool; break; case LLDrawPool::POOL_WATER: poolp = mWaterPool; break; case LLDrawPool::POOL_WL_SKY: poolp = mWLSkyPool; break; case LLDrawPool::POOL_GLTF_PBR: poolp = mPBROpaquePool; break; case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: poolp = mPBRAlphaMaskPool; break; default: llassert(0); LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL; break; } return poolp; } LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0) { LLDrawPool *poolp = findPool(type, tex0); if (poolp) { return poolp; } LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0); addPool( new_poolp ); return new_poolp; } // static LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep) { U32 type = getPoolTypeFromTE(te, imagep); return gPipeline.getPool(type, imagep); } //static U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep) { if (!te || !imagep) { return 0; } LLMaterial* mat = te->getMaterialParams().get(); LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial(); bool color_alpha = te->getColor().mV[3] < 0.999f; bool alpha = color_alpha; if (imagep) { alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2); } if (alpha && mat) { switch (mat->getDiffuseAlphaMode()) { case 1: alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool. break; case 0: //alpha mode set to none, never go to alpha pool case 3: //alpha mode set to emissive, never go to alpha pool alpha = color_alpha; break; default: //alpha mode set to "mask", go to alpha pool if fullbright alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool. break; } } if (alpha || (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)) { return LLDrawPool::POOL_ALPHA; } else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull())) { return LLDrawPool::POOL_BUMP; } else if (gltf_mat) { return LLDrawPool::POOL_GLTF_PBR; } else if (mat && !alpha) { return LLDrawPool::POOL_MATERIALS; } else { return LLDrawPool::POOL_SIMPLE; } } void LLPipeline::addPool(LLDrawPool *new_poolp) { assertInitialized(); mPools.insert(new_poolp); addToQuickLookup( new_poolp ); } void LLPipeline::allocDrawable(LLViewerObject *vobj) { LLDrawable *drawable = new LLDrawable(vobj); vobj->mDrawable = drawable; //encompass completely sheared objects by taking //the most extreme point possible (<1,1,0.5>) drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length()); if (vobj->isOrphaned()) { drawable->setState(LLDrawable::FORCE_INVISIBLE); } drawable->updateXform(true); } void LLPipeline::unlinkDrawable(LLDrawable *drawable) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); LLPointer drawablep = drawable; // make sure this doesn't get deleted before we are done // Based on flags, remove the drawable from the queues that it's on. if (drawablep->isState(LLDrawable::ON_MOVE_LIST)) { LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep); if (iter != mMovedList.end()) { mMovedList.erase(iter); } } if (drawablep->getSpatialGroup()) { if (!drawablep->getSpatialGroup()->getSpatialPartition()->remove(drawablep, drawablep->getSpatialGroup())) { #ifdef LL_RELEASE_FOR_DOWNLOAD LL_WARNS() << "Couldn't remove object from spatial group!" << LL_ENDL; #else LL_ERRS() << "Couldn't remove object from spatial group!" << LL_ENDL; #endif } } mLights.erase(drawablep); for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); iter++) { if (iter->drawable == drawablep) { mNearbyLights.erase(iter); break; } } for (U32 i = 0; i < 2; ++i) { if (mShadowSpotLight[i] == drawablep) { mShadowSpotLight[i] = NULL; } if (mTargetShadowSpotLight[i] == drawablep) { mTargetShadowSpotLight[i] = NULL; } } } //static void LLPipeline::removeMutedAVsLights(LLVOAvatar* muted_avatar) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; light_set_t::iterator iter = gPipeline.mNearbyLights.begin(); while (iter != gPipeline.mNearbyLights.end()) { const LLViewerObject* vobj = iter->drawable->getVObj(); if (vobj && vobj->getAvatar() && vobj->isAttachment() && vobj->getAvatar() == muted_avatar) { gPipeline.mLights.erase(iter->drawable); iter = gPipeline.mNearbyLights.erase(iter); } else { iter++; } } } U32 LLPipeline::addObject(LLViewerObject *vobj) { if (RenderDelayCreation) { mCreateQ.push_back(vobj); } else { createObject(vobj); } return 1; } void LLPipeline::createObjects(F32 max_dtime) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LLTimer update_timer; while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime) { LLViewerObject* vobj = mCreateQ.front(); if (!vobj->isDead()) { createObject(vobj); } mCreateQ.pop_front(); } //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter) //{ // createObject(*iter); //} //mCreateQ.clear(); } void LLPipeline::createObject(LLViewerObject* vobj) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LLDrawable* drawablep = vobj->mDrawable; if (!drawablep) { drawablep = vobj->createDrawable(this); } else { LL_ERRS() << "Redundant drawable creation!" << LL_ENDL; } llassert(drawablep); if (vobj->getParent()) { vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1 } else { vobj->setDrawableParent(NULL); // LLPipeline::addObject 2 } markRebuild(drawablep, LLDrawable::REBUILD_ALL); if (drawablep->getVOVolume() && RenderAnimateRes) { // fun animated res drawablep->updateXform(true); drawablep->clearState(LLDrawable::MOVE_UNDAMPED); drawablep->setScale(LLVector3(0,0,0)); drawablep->makeActive(); } } void LLPipeline::resetFrameStats() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); sCompiles = 0; mNumVisibleFaces = 0; if (mOldRenderDebugMask != mRenderDebugMask) { gObjectList.clearDebugText(); mOldRenderDebugMask = mRenderDebugMask; } } //external functions for asynchronous updating void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) { LL_PROFILE_ZONE_SCOPED; if (FreezeTime) { return; } if (!drawablep) { LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL; return; } if (drawablep->isState(LLDrawable::EARLY_MOVE)) { return; } assertInitialized(); // update drawable now drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED drawablep->updateMove(); // returns done drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame // Put on move list so that EARLY_MOVE gets cleared if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) { mMovedList.push_back(drawablep); drawablep->setState(LLDrawable::ON_MOVE_LIST); } } void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep) { LL_PROFILE_ZONE_SCOPED; if (FreezeTime) { return; } if (!drawablep) { LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL; return; } if (drawablep->isState(LLDrawable::EARLY_MOVE)) { return; } assertInitialized(); // update drawable now drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED drawablep->updateMove(); drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame // Put on move list so that EARLY_MOVE gets cleared if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) { mMovedList.push_back(drawablep); drawablep->setState(LLDrawable::ON_MOVE_LIST); } } void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) { LL_PROFILE_ZONE_SCOPED; for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin(); iter != moved_list.end(); ) { LLDrawable::drawable_vector_t::iterator curiter = iter++; LLDrawable *drawablep = *curiter; if (!drawablep) { iter = moved_list.erase(curiter); continue; } bool done = true; if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE))) { done = drawablep->updateMove(); } drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED); if (done) { if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE)) { drawablep->makeStatic(); } drawablep->clearState(LLDrawable::ON_MOVE_LIST); if (drawablep->isState(LLDrawable::ANIMATED_CHILD)) { //will likely not receive any future world matrix updates // -- this keeps attachments from getting stuck in space and falling off your avatar drawablep->clearState(LLDrawable::ANIMATED_CHILD); markRebuild(drawablep, LLDrawable::REBUILD_VOLUME); if (drawablep->getVObj()) { drawablep->getVObj()->dirtySpatialGroup(); } } iter = moved_list.erase(curiter); } } } void LLPipeline::updateMove() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (FreezeTime) { return; } assertInitialized(); for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin(); iter != mRetexturedList.end(); ++iter) { LLDrawable* drawablep = *iter; if (drawablep && !drawablep->isDead()) { drawablep->updateTexture(); } } mRetexturedList.clear(); updateMovedList(mMovedList); //balance octrees for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { part->mOctree->balance(); } } //balance the VO Cache tree LLVOCachePartition* vo_part = region->getVOCachePartition(); if(vo_part) { vo_part->mOctree->balance(); } } } ///////////////////////////////////////////////////////////////////////////// // Culling and occlusion testing ///////////////////////////////////////////////////////////////////////////// //static F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera) { llassert(!gCubeSnapshot); // shouldn't be doing ANY of this during cube snap shots LLVector3 lookAt = center - camera.getOrigin(); F32 dist = lookAt.length(); //ramp down distance for nearby objects //shrink dist by dist/16. if (dist < 16.f) { dist /= 16.f; dist *= dist; dist *= 16.f; } //get area of circle around node F32 app_angle = atanf(size.length()/dist); F32 radius = app_angle*LLDrawable::sCurPixelAngle; return radius*radius * F_PI; } //static F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera) { LLVector4a origin; origin.load3(camera.getOrigin().mV); LLVector4a lookAt; lookAt.setSub(center, origin); F32 dist = lookAt.getLength3().getF32(); //ramp down distance for nearby objects //shrink dist by dist/16. if (dist < 16.f) { dist /= 16.f; dist *= dist; dist *= 16.f; } //get area of circle around node F32 app_angle = atanf(size.getLength3().getF32() / dist); F32 radius = app_angle * LLDrawable::sCurPixelAngle; return radius * radius * F_PI; } void LLPipeline::grabReferences(LLCullResult& result) { sCull = &result; } void LLPipeline::clearReferences() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; sCull = NULL; mGroupSaveQ1.clear(); } void check_references(LLSpatialGroup* group, LLDrawable* drawable) { for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); if (drawable == drawablep) { LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL; } } } void check_references(LLDrawable* drawable, LLFace* face) { for (S32 i = 0; i < drawable->getNumFaces(); ++i) { if (drawable->getFace(i) == face) { LL_ERRS() << "LLFace deleted while actively referenced by LLPipeline." << LL_ENDL; } } } void check_references(LLSpatialGroup* group, LLFace* face) { for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable(); if(drawable) { check_references(drawable, face); } } } void LLPipeline::checkReferences(LLFace* face) { #if 0 if (sCull) { for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, face); } for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, face); } for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, face); } for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) { LLDrawable* drawable = *iter; check_references(drawable, face); } } #endif } void LLPipeline::checkReferences(LLDrawable* drawable) { #if 0 if (sCull) { for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, drawable); } for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, drawable); } for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, drawable); } for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) { if (drawable == *iter) { LL_ERRS() << "LLDrawable deleted while actively referenced by LLPipeline." << LL_ENDL; } } } #endif } void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info) { for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) { LLSpatialGroup::drawmap_elem_t& draw_vec = i->second; for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j) { LLDrawInfo* params = *j; if (params == draw_info) { LL_ERRS() << "LLDrawInfo deleted while actively referenced by LLPipeline." << LL_ENDL; } } } } void LLPipeline::checkReferences(LLDrawInfo* draw_info) { #if 0 if (sCull) { for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, draw_info); } for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, draw_info); } for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { LLSpatialGroup* group = *iter; check_references(group, draw_info); } } #endif } void LLPipeline::checkReferences(LLSpatialGroup* group) { #if CHECK_PIPELINE_REFERENCES if (sCull) { for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) { if (group == *iter) { LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; } } for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) { if (group == *iter) { LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; } } for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { if (group == *iter) { LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; } } } #endif } bool LLPipeline::visibleObjectsInFrustum(LLCamera& camera) { for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { if (hasRenderType(part->mDrawableType)) { if (part->visibleObjectsInFrustum(camera)) { return true; } } } } } return false; } bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max) { const F32 X = 65536.f; min = LLVector3(X,X,X); max = LLVector3(-X,-X,-X); LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; bool res = true; for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { if (hasRenderType(part->mDrawableType)) { if (!part->getVisibleExtents(camera, min, max)) { res = false; } } } } } LLViewerCamera::sCurCameraID = saved_camera_id; return res; } static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling"); // static bool LLPipeline::isWaterClip() { // We always pretend that we're not clipping water when rendering mirrors. return (gPipeline.mHeroProbeManager.isMirrorPass()) ? false : (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs; } void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL); LL_PROFILE_GPU_ZONE("updateCull"); // should always be zero GPU time, but drop a timer to flush stuff out bool water_clip = isWaterClip(); if (water_clip) { LLVector3 pnorm; F32 water_height = LLEnvironment::instance().getWaterHeight(); if (sUnderWaterRender) { //camera is below water, cull above water pnorm.setVec(0, 0, 1); } else { //camera is above water, cull below water pnorm = LLVector3(0, 0, -1); } LLPlane plane; plane.setVec(LLVector3(0, 0, water_height), pnorm); camera.setUserClipPlane(plane); } else { camera.disableUserClipPlane(); } grabReferences(result); sCull->clear(); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { if (hasRenderType(part->mDrawableType)) { part->cull(camera); } } } //scan the VO Cache tree LLVOCachePartition* vo_part = region->getVOCachePartition(); if(vo_part) { vo_part->cull(camera, sUseOcclusion > 0); } } if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && gSky.mVOSkyp.notNull() && gSky.mVOSkyp->mDrawable.notNull()) { gSky.mVOSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOSkyp->mDrawable); gSky.updateCull(); stop_glerror(); } if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) && gPipeline.canUseWindLightShaders() && gSky.mVOWLSkyp.notNull() && gSky.mVOWLSkyp->mDrawable.notNull()) { gSky.mVOWLSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); } } void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) { if (group->isEmpty()) { return; } group->setVisible(); if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { group->updateDistance(camera); } assertInitialized(); if (!group->getSpatialPartition()->mRenderByGroup) { //render by drawable sCull->pushDrawableGroup(group); } else { //render by group sCull->pushVisibleGroup(group); } if (group->needsUpdate() || group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) { // include this group in occlusion groups, not because it is an occluder, but because we want to run // an occlusion query to find out if it's an occluder markOccluder(group); } mNumVisibleNodes++; } void LLPipeline::markOccluder(LLSpatialGroup* group) { if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION)) { LLSpatialGroup* parent = group->getParent(); if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED)) { //only mark top most occluders as active occlusion sCull->pushOcclusionGroup(group); group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); if (parent && !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) && parent->getElementCount() == 0 && parent->needsUpdate()) { sCull->pushOcclusionGroup(group); parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); } } } } void LLPipeline::doOcclusion(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("doOcclusion"); llassert(!gCubeSnapshot); if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot) { gGL.setColorMask(false, false); LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); gOcclusionCubeProgram.bind(); if (mCubeVB.isNull()) { //cube VB will be used for issuing occlusion queries mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); } mCubeVB->setBuffer(); mReflectionMapManager.doOcclusion(); mHeroProbeManager.doOcclusion(); gOcclusionCubeProgram.unbind(); gGL.setColorMask(true, true); } if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot) { gGL.setColorMask(false, false); LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); gOcclusionCubeProgram.bind(); if (mCubeVB.isNull()) { //cube VB will be used for issuing occlusion queries mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); } mCubeVB->setBuffer(); mHeroProbeManager.doOcclusion(); gOcclusionCubeProgram.unbind(); gGL.setColorMask(true, true); } if (LLPipeline::sUseOcclusion > 1 && (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck)) { LLVertexBuffer::unbind(); gGL.setColorMask(false, false); LLGLDisable blend(GL_BLEND); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); gOcclusionCubeProgram.bind(); if (mCubeVB.isNull()) { //cube VB will be used for issuing occlusion queries mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); } mCubeVB->setBuffer(); for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) { LLSpatialGroup* group = *iter; if (!group->isDead()) { group->doOcclusion(&camera); group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); } } //apply occlusion culling to object cache tree for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLVOCachePartition* vo_part = (*iter)->getVOCachePartition(); if(vo_part) { vo_part->processOccluders(&camera); } } gGL.setColorMask(true, true); } } bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) { bool update_complete = drawablep->updateGeometry(); if (update_complete && assertInitialized()) { drawablep->setState(LLDrawable::BUILT); } return update_complete; } void LLPipeline::updateGL() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; { while (!LLGLUpdate::sGLQ.empty()) { LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); glu->updateGL(); glu->mInQ = false; LLGLUpdate::sGLQ.pop_front(); } } } void LLPipeline::clearRebuildGroups() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LLSpatialGroup::sg_vector_t hudGroups; mGroupQ1Locked = true; // Iterate through all drawables on the priority build queue, for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); iter != mGroupQ1.end(); ++iter) { LLSpatialGroup* group = *iter; // If the group contains HUD objects, save the group if (group->isHUDGroup()) { hudGroups.push_back(group); } // Else, no HUD objects so clear the build state else { group->clearState(LLSpatialGroup::IN_BUILD_Q1); } } // Clear the group mGroupQ1.clear(); // Copy the saved HUD groups back in mGroupQ1.assign(hudGroups.begin(), hudGroups.end()); mGroupQ1Locked = false; } void LLPipeline::clearRebuildDrawables() { // Clear all drawables on the priority build queue, for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); iter != mBuildQ1.end(); ++iter) { LLDrawable* drawablep = *iter; if (drawablep && !drawablep->isDead()) { drawablep->clearState(LLDrawable::IN_REBUILD_Q); } } mBuildQ1.clear(); //clear all moving bridges for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin(); iter != mMovedBridge.end(); ++iter) { LLDrawable *drawablep = *iter; drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); } mMovedBridge.clear(); //clear all moving drawables for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin(); iter != mMovedList.end(); ++iter) { LLDrawable *drawablep = *iter; drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); } mMovedList.clear(); for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); iter != mShiftList.end(); ++iter) { LLDrawable *drawablep = *iter; drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD | LLDrawable::ON_SHIFT_LIST); } mShiftList.clear(); } void LLPipeline::rebuildPriorityGroups() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("rebuildPriorityGroups"); LLTimer update_timer; assertInitialized(); gMeshRepo.notifyLoadedMeshes(); mGroupQ1Locked = true; // Iterate through all drawables on the priority build queue, for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); iter != mGroupQ1.end(); ++iter) { LLSpatialGroup* group = *iter; group->rebuildGeom(); group->clearState(LLSpatialGroup::IN_BUILD_Q1); } mGroupSaveQ1 = mGroupQ1; mGroupQ1.clear(); mGroupQ1Locked = false; } void LLPipeline::updateGeom(F32 max_dtime) { LLTimer update_timer; LLPointer drawablep; LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE); if (gCubeSnapshot) { return; } assertInitialized(); // notify various object types to reset internal cost metrics, etc. // for now, only LLVOVolume does this to throttle LOD changes LLVOVolume::preUpdateGeom(); // Iterate through all drawables on the priority build queue, for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); iter != mBuildQ1.end();) { LLDrawable::drawable_list_t::iterator curiter = iter++; LLDrawable* drawablep = *curiter; if (drawablep && !drawablep->isDead()) { if (drawablep->isUnload()) { drawablep->unload(); drawablep->clearState(LLDrawable::FOR_UNLOAD); } if (updateDrawableGeom(drawablep)) { drawablep->clearState(LLDrawable::IN_REBUILD_Q); mBuildQ1.erase(curiter); } } else { mBuildQ1.erase(curiter); } } updateMovedList(mMovedBridge); } void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) { if(drawablep && !drawablep->isDead()) { if (drawablep->isSpatialBridge()) { const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable; llassert(root); // trying to catch a bad assumption if (root && // // this test may not be needed, see above root->getVObj()->isAttachment()) { LLDrawable* rootparent = root->getParent(); if (rootparent) // this IS sometimes NULL { LLViewerObject *vobj = rootparent->getVObj(); llassert(vobj); // trying to catch a bad assumption if (vobj) // this test may not be needed, see above { LLVOAvatar* av = vobj->asAvatar(); if (av && ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass || av->isInMuteList() || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !av->needsImpostorUpdate()) )) { return; } } } } sCull->pushBridge((LLSpatialBridge*) drawablep); } else { sCull->pushDrawable(drawablep); } drawablep->setVisible(camera); } } void LLPipeline::markMoved(LLDrawable *drawablep, bool damped_motion) { if (!drawablep) { //LL_ERRS() << "Sending null drawable to moved list!" << LL_ENDL; return; } if (drawablep->isDead()) { LL_WARNS() << "Marking NULL or dead drawable moved!" << LL_ENDL; return; } if (drawablep->getParent()) { //ensure that parent drawables are moved first markMoved(drawablep->getParent(), damped_motion); } assertInitialized(); if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) { if (drawablep->isSpatialBridge()) { mMovedBridge.push_back(drawablep); } else { mMovedList.push_back(drawablep); } drawablep->setState(LLDrawable::ON_MOVE_LIST); } if (! damped_motion) { drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED } else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED)) { drawablep->clearState(LLDrawable::MOVE_UNDAMPED); } } void LLPipeline::markShift(LLDrawable *drawablep) { if (!drawablep || drawablep->isDead()) { return; } assertInitialized(); if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST)) { drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE); if (drawablep->getParent()) { markShift(drawablep->getParent()); } mShiftList.push_back(drawablep); drawablep->setState(LLDrawable::ON_SHIFT_LIST); } } void LLPipeline::shiftObjects(const LLVector3 &offset) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); glClear(GL_DEPTH_BUFFER_BIT); gDepthDirty = true; LLVector4a offseta; offseta.load3(offset.mV); for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); iter != mShiftList.end(); iter++) { LLDrawable *drawablep = *iter; if (drawablep->isDead()) { continue; } drawablep->shiftPos(offseta); drawablep->clearState(LLDrawable::ON_SHIFT_LIST); } mShiftList.resize(0); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { part->shift(offseta); } } } mReflectionMapManager.shift(offseta); LLHUDText::shiftAll(offset); LLHUDNameTag::shiftAll(offset); display_update_camera(); } void LLPipeline::markTextured(LLDrawable *drawablep) { if (drawablep && !drawablep->isDead() && assertInitialized()) { mRetexturedList.insert(drawablep); } } void LLPipeline::markGLRebuild(LLGLUpdate* glu) { if (glu && !glu->mInQ) { LLGLUpdate::sGLQ.push_back(glu); glu->mInQ = true; } } void LLPipeline::markPartitionMove(LLDrawable* drawable) { if (!drawable->isState(LLDrawable::PARTITION_MOVE) && !drawable->getPositionGroup().equals3(LLVector4a::getZero())) { drawable->setState(LLDrawable::PARTITION_MOVE); mPartitionQ.push_back(drawable); } } void LLPipeline::processPartitionQ() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter) { LLDrawable* drawable = *iter; if (!drawable->isDead()) { drawable->updateBinRadius(); drawable->movePartition(); } drawable->clearState(LLDrawable::PARTITION_MOVE); } mPartitionQ.clear(); } void LLPipeline::markMeshDirty(LLSpatialGroup* group) { mMeshDirtyGroup.push_back(group); } void LLPipeline::markRebuild(LLSpatialGroup* group) { if (group && !group->isDead() && group->getSpatialPartition()) { if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1)) { llassert_always(!mGroupQ1Locked); mGroupQ1.push_back(group); group->setState(LLSpatialGroup::IN_BUILD_Q1); } } } void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag) { if (drawablep && !drawablep->isDead() && assertInitialized()) { if (!drawablep->isState(LLDrawable::IN_REBUILD_Q)) { mBuildQ1.push_back(drawablep); drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue } if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) { drawablep->getVObj()->setChanged(LLXform::SILHOUETTE); } drawablep->setState(flag); } } void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("stateSort"); if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_TREE, LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_WATER, LLPipeline::END_RENDER_TYPES)) { //clear faces from face pools gPipeline.resetDrawOrders(); } //LLVertexBuffer::unbind(); grabReferences(result); for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { LLSpatialGroup* group = *iter; if (group->isDead()) { continue; } group->checkOcclusion(); if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { markOccluder(group); } else { group->setVisible(); for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); markVisible(drawablep, camera); } { //rebuild mesh as soon as we know it's visible group->rebuildMesh(); } } } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { LLSpatialGroup* last_group = NULL; bool fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLCullResult::bridge_iterator cur_iter = i; LLSpatialBridge* bridge = *cur_iter; LLSpatialGroup* group = bridge->getSpatialGroup(); if (last_group == NULL) { last_group = group; } if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { stateSort(bridge, camera, fov_changed); } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && last_group != group && last_group->changeLOD()) { last_group->mLastUpdateDistance = last_group->mDistance; } last_group = group; } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && last_group && last_group->changeLOD()) { last_group->mLastUpdateDistance = last_group->mDistance; } } for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) { LLSpatialGroup* group = *iter; if (group->isDead()) { continue; } group->checkOcclusion(); if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { markOccluder(group); } else { group->setVisible(); stateSort(group, camera); { //rebuild mesh as soon as we know it's visible group->rebuildMesh(); } } } { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWABLE("stateSort"); // LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE); for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) { LLDrawable *drawablep = *iter; if (!drawablep->isDead()) { stateSort(drawablep, camera); } } } postSort(camera); } void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) { if (group->changeLOD()) { for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); stateSort(drawablep, camera); } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { //avoid redundant stateSort calls group->mLastUpdateDistance = group->mDistance; } } } void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (bridge->getSpatialGroup()->changeLOD() || fov_changed) { bool force_update = false; bridge->updateDistance(camera, force_update); } } void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (!drawablep || drawablep->isDead() || !hasRenderType(drawablep->getRenderType())) { return; } // SL-11353 // ignore our own geo when rendering spotlight shadowmaps... // if (RenderSpotLight && drawablep == RenderSpotLight) { return; } if (LLSelectMgr::getInstance()->mHideSelectedObjects) { if (drawablep->getVObj().notNull() && drawablep->getVObj()->isSelected()) { return; } } if (drawablep->isAvatar()) { //don't draw avatars beyond render distance or if we don't have a spatial group. if ((drawablep->getSpatialGroup() == NULL) || (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance)) { return; } LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get(); if (!avatarp->isVisible()) { return; } } assertInitialized(); if (hasRenderType(drawablep->mRenderType)) { if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE)) { drawablep->setVisible(camera, NULL, false); } } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { //if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here { if (!drawablep->isActive()) { bool force_update = false; drawablep->updateDistance(camera, force_update); } else if (drawablep->isAvatar()) { bool force_update = false; drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility() } } } if (!drawablep->getVOVolume()) { for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin(); iter != drawablep->mFaces.end(); iter++) { LLFace* facep = *iter; if (facep->hasGeometry()) { if (facep->getPool()) { facep->getPool()->enqueue(facep); } else { break; } } } } mNumVisibleFaces += drawablep->getNumFaces(); } void forAllDrawables(LLCullResult::sg_iterator begin, LLCullResult::sg_iterator end, void (*func)(LLDrawable*)) { for (LLCullResult::sg_iterator i = begin; i != end; ++i) { LLSpatialGroup* group = *i; if (group->isDead()) { continue; } for (LLSpatialGroup::element_iter j = group->getDataBegin(); j != group->getDataEnd(); ++j) { if((*j)->hasDrawable()) { func((LLDrawable*)(*j)->getDrawable()); } } } } void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*)) { forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func); forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func); } //function for creating scripted beacons void renderScriptedBeacons(LLDrawable* drawablep) { LLViewerObject *vobj = drawablep->getVObj(); if (vobj && !vobj->isAvatar() && !vobj->getParent() && vobj->flagScripted()) { if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { LLFace * facep = drawablep->getFace(face_id); if (facep) { gPipeline.mHighlightFaces.push_back(facep); } } } } } void renderScriptedTouchBeacons(LLDrawable *drawablep) { LLViewerObject *vobj = drawablep->getVObj(); if (vobj && !vobj->isAvatar() && !vobj->getParent() && vobj->flagScripted() && vobj->flagHandleTouch()) { if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { LLFace *facep = drawablep->getFace(face_id); if (facep) { gPipeline.mHighlightFaces.push_back(facep); } } } } } void renderPhysicalBeacons(LLDrawable *drawablep) { LLViewerObject *vobj = drawablep->getVObj(); if (vobj && !vobj->isAvatar() //&& !vobj->getParent() && vobj->flagUsePhysics()) { if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { LLFace *facep = drawablep->getFace(face_id); if (facep) { gPipeline.mHighlightFaces.push_back(facep); } } } } } void renderMOAPBeacons(LLDrawable *drawablep) { LLViewerObject *vobj = drawablep->getVObj(); if (!vobj || vobj->isAvatar()) return; bool beacon = false; U8 tecount = vobj->getNumTEs(); for (int x = 0; x < tecount; x++) { if (vobj->getTE(x)->hasMedia()) { beacon = true; break; } } if (beacon) { if (gPipeline.sRenderBeacons) { gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { LLFace *facep = drawablep->getFace(face_id); if (facep) { gPipeline.mHighlightFaces.push_back(facep); } } } } } void renderParticleBeacons(LLDrawable *drawablep) { // Look for attachments, objects, etc. LLViewerObject *vobj = drawablep->getVObj(); if (vobj && vobj->isParticleSource()) { if (gPipeline.sRenderBeacons) { LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { LLFace *facep = drawablep->getFace(face_id); if (facep) { gPipeline.mHighlightFaces.push_back(facep); } } } } } void renderSoundHighlights(LLDrawable *drawablep) { // Look for attachments, objects, etc. LLViewerObject *vobj = drawablep->getVObj(); if (vobj && vobj->isAudioSource()) { if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { LLFace *facep = drawablep->getFace(face_id); if (facep) { gPipeline.mHighlightFaces.push_back(facep); } } } } } void LLPipeline::postSort(LLCamera &camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); LL_PUSH_CALLSTACKS(); if (!gCubeSnapshot) { // rebuild drawable geometry for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i) { LLSpatialGroup *group = *i; if (group->isDead()) { continue; } if (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { group->rebuildGeom(); } } LL_PUSH_CALLSTACKS(); // rebuild groups sCull->assertDrawMapsEmpty(); rebuildPriorityGroups(); } LL_PUSH_CALLSTACKS(); // build render map for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { LLSpatialGroup *group = *i; if (group->isDead()) { continue; } if ((sUseOcclusion && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) || (RenderAutoHideSurfaceAreaLimit > 0.f && group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit * llmax(group->mObjectBoxSize, 10.f))) { continue; } if (group->hasState(LLSpatialGroup::NEW_DRAWINFO) && group->hasState(LLSpatialGroup::GEOM_DIRTY) && !gCubeSnapshot) { // no way this group is going to be drawable without a rebuild group->rebuildGeom(); } for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j) { LLSpatialGroup::drawmap_elem_t &src_vec = j->second; if (!hasRenderType(j->first)) { continue; } for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k) { LLDrawInfo *info = *k; sCull->pushDrawInfo(j->first, info); if (!sShadowRender && !sReflectionRender && !gCubeSnapshot) { addTrianglesDrawn(info->mCount); } } } if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA)) { LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA); if (alpha != group->mDrawMap.end()) { // store alpha groups for sorting LLSpatialBridge *bridge = group->getSpatialPartition()->asBridge(); if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { if (bridge) { LLCamera trans_camera = bridge->transformCamera(camera); group->updateDistance(trans_camera); } else { group->updateDistance(camera); } } if (hasRenderType(LLDrawPool::POOL_ALPHA)) { sCull->pushAlphaGroup(group); } } LLSpatialGroup::draw_map_t::iterator rigged_alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA_RIGGED); if (rigged_alpha != group->mDrawMap.end()) { // store rigged alpha groups for LLDrawPoolAlpha prepass (skip distance update, rigged attachments use depth buffer) if (hasRenderType(LLDrawPool::POOL_ALPHA)) { sCull->pushRiggedAlphaGroup(group); } } } } /*bool use_transform_feedback = gTransformPositionProgram.mProgramObject && !mMeshDirtyGroup.empty(); if (use_transform_feedback) { //place a query around potential transform feedback code for synchronization mTransformFeedbackPrimitives = 0; if (!mMeshDirtyQueryObject) { glGenQueries(1, &mMeshDirtyQueryObject); } glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject); }*/ // pack vertex buffers for groups that chose to delay their updates { LL_PROFILE_GPU_ZONE("rebuildMesh"); for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter) { (*iter)->rebuildMesh(); } } /*if (use_transform_feedback) { glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); }*/ mMeshDirtyGroup.clear(); if (!sShadowRender) { // order alpha groups by distance std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); // order rigged alpha groups by avatar attachment order std::sort(sCull->beginRiggedAlphaGroups(), sCull->endRiggedAlphaGroups(), LLSpatialGroup::CompareRenderOrder()); } LL_PUSH_CALLSTACKS(); // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender && !gCubeSnapshot) { if (sRenderScriptedTouchBeacons) { // Only show the beacon on the root object. forAllVisibleDrawables(renderScriptedTouchBeacons); } else if (sRenderScriptedBeacons) { // Only show the beacon on the root object. forAllVisibleDrawables(renderScriptedBeacons); } if (sRenderPhysicalBeacons) { // Only show the beacon on the root object. forAllVisibleDrawables(renderPhysicalBeacons); } if (sRenderMOAPBeacons) { forAllVisibleDrawables(renderMOAPBeacons); } if (sRenderParticleBeacons) { forAllVisibleDrawables(renderParticleBeacons); } // If god mode, also show audio cues if (sRenderSoundBeacons && gAudiop) { // Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because // some are not visible. LLAudioEngine::source_map::iterator iter; for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter) { LLAudioSource *sourcep = iter->second; LLVector3d pos_global = sourcep->getPositionGlobal(); LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global); if (gPipeline.sRenderBeacons) { // pos += LLVector3(0.f, 0.f, 0.2f); gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth); } } // now deal with highlights for all those seeable sound sources forAllVisibleDrawables(renderSoundHighlights); } } LL_PUSH_CALLSTACKS(); // If managing your telehub, draw beacons at telehub and currently selected spawnpoint. if (LLFloaterTelehub::renderBeacons() && !sShadowRender && !gCubeSnapshot) { LLFloaterTelehub::addBeacons(); } if (!sShadowRender && !gCubeSnapshot) { mSelectedFaces.clear(); bool tex_index_changed = false; if (!gNonInteractive) { LLRender::eTexIndex tex_index = sRenderHighlightTextureChannel; setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); tex_index_changed = sRenderHighlightTextureChannel != tex_index; } // Draw face highlights for selected faces. if (LLSelectMgr::getInstance()->getTEMode()) { struct f : public LLSelectedTEFunctor { virtual bool apply(LLViewerObject *object, S32 te) { if (object->mDrawable) { LLFace *facep = object->mDrawable->getFace(te); if (facep) { gPipeline.mSelectedFaces.push_back(facep); } } return true; } } func; LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func); if (tex_index_changed) { // Rebuild geometry for all selected faces with PBR textures for (const LLFace* face : gPipeline.mSelectedFaces) { if (const LLViewerObject* vobj = face->getViewerObject()) { if (const LLTextureEntry* tep = vobj->getTE(face->getTEOffset())) { if (tep->getGLTFRenderMaterial()) { gPipeline.markRebuild(face->getDrawable(), LLDrawable::REBUILD_VOLUME); } } } } } } } LLVertexBuffer::flushBuffers(); // LLSpatialGroup::sNoDelete = false; LL_PUSH_CALLSTACKS(); } void render_hud_elements() { LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI); gPipeline.disableLights(); LLGLSUIDefault gls_ui; //LLGLEnable stencil(GL_STENCIL_TEST); //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); //glStencilMask(0xFFFFFFFF); //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gUIProgram.bind(); gGL.color4f(1, 1, 1, 1); LLGLDepthTest depth(GL_TRUE, GL_FALSE); if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() // Draw the tracking overlays LLTracker::render3D(); if (LLWorld::instanceExists()) { // Show the property lines LLWorld::getInstance()->renderPropertyLines(); } LLViewerParcelMgr::getInstance()->render(); LLViewerParcelMgr::getInstance()->renderParcelCollision(); } else if (gForceRenderLandFence) { // This is only set when not rendering the UI, for parcel snapshots LLViewerParcelMgr::getInstance()->render(); } else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { LLHUDText::renderAllHUD(); } gUIProgram.unbind(); } static inline void bindHighlightProgram(LLGLSLShader& program) { if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { program.bind(); gGL.diffuseColor4f(1, 1, 1, 0.5f); } } static inline void unbindHighlightProgram(LLGLSLShader& program) { if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) { program.unbind(); } } void LLPipeline::renderSelectedFaces(const LLColor4& color) { if (!mFaceSelectImagep) { mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); } if (mFaceSelectImagep) { // Make sure the selection image gets downloaded and decoded mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); for (auto facep : mSelectedFaces) { if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; return; } facep->renderSelected(mFaceSelectImagep, color); } } } void LLPipeline::renderHighlights() { assertInitialized(); // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) // Render highlighted faces. LLGLSPipelineAlpha gls_pipeline_alpha; disableLights(); if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { bindHighlightProgram(gHighlightProgram); if (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP || sRenderHighlightTextureChannel == LLRender::BASECOLOR_MAP || sRenderHighlightTextureChannel == LLRender::METALLIC_ROUGHNESS_MAP || sRenderHighlightTextureChannel == LLRender::GLTF_NORMAL_MAP || sRenderHighlightTextureChannel == LLRender::EMISSIVE_MAP || sRenderHighlightTextureChannel == LLRender::NUM_TEXTURE_CHANNELS) { static const LLColor4 highlight_selected_color(1.f, 1.f, 1.f, 0.5f); renderSelectedFaces(highlight_selected_color); } // Paint 'em red! static const LLColor4 highlight_face_color(1.f, 0.f, 0.f, 0.5f); for (auto facep : mHighlightFaces) { facep->renderSelected(LLViewerTexture::sNullImagep, highlight_face_color); } unbindHighlightProgram(gHighlightProgram); } // Contains a list of the faces of objects that are physical or // have touch-handlers. mHighlightFaces.clear(); if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { if (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP) { static const LLColor4 highlight_normal_color(1.0f, 0.5f, 0.5f, 0.5f); bindHighlightProgram(gHighlightNormalProgram); renderSelectedFaces(highlight_normal_color); unbindHighlightProgram(gHighlightNormalProgram); } else if (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP) { static const LLColor4 highlight_specular_color(0.0f, 0.3f, 1.0f, 0.8f); bindHighlightProgram(gHighlightSpecularProgram); renderSelectedFaces(highlight_specular_color); unbindHighlightProgram(gHighlightSpecularProgram); } } } //debug use U32 LLPipeline::sCurRenderPoolType = 0 ; void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); LL_PROFILE_GPU_ZONE("renderGeomDeferred"); llassert(!sRenderingHUDs); if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } if (&camera == LLViewerCamera::getInstance()) { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and // current modelview matrix glm::mat4 last_modelview = get_last_modelview(); glm::mat4 cur_modelview = get_current_modelview(); // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space glm::mat4 m = glm::inverse(last_modelview); // last camera space to world space m = cur_modelview * m; // world space to camera space glm::mat4 n = glm::inverse(m); gGLDeltaModelView = m; gGLInverseDeltaModelView = n; } bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; setupHWLights(); { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); LLGLEnable cull(GL_CULL_FACE); for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; if (hasRenderType(poolp->getType())) { poolp->prerender(); } } LLVertexBuffer::unbind(); LLGLState::checkStates(); if (LLViewerShaderMgr::instance()->mShaderLevel[LLViewerShaderMgr::SHADER_DEFERRED] > 1) { //update reflection probe uniform mReflectionMapManager.updateUniforms(); mHeroProbeManager.updateUniforms(); } U32 cur_type = 0; gGL.setColorMask(true, true); pool_set_t::iterator iter1 = mPools.begin(); while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; cur_type = poolp->getType(); if (occlude && cur_type >= LLDrawPool::POOL_GRASS) { llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots occlude = false; gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); doOcclusion(camera); } pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pool render"); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ ) { LLVertexBuffer::unbind(); poolp->beginDeferredPass(i); for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); } } poolp->endDeferredPass(i); LLVertexBuffer::unbind(); LLGLState::checkStates(); } } else { // Skip all pools of this type for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } } } iter1 = iter2; stop_glerror(); } gGLLastMatrix = NULL; gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); gGL.setColorMask(true, false); } // Tracy ZoneScoped if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } U32 cur_type = 0; LLGLEnable cull(GL_CULL_FACE); bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds bool done_water_haze = done_atmospherics; // do atmospheric haze just before post water alpha U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER; if (LLPipeline::sUnderWaterRender) { // if under water, do atmospherics just before the water pass atmospherics_pass = LLDrawPool::POOL_WATER; } // do water haze just before pre water alpha U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER; calcNearbyLights(camera); setupHWLights(); gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.setColorMask(true, false); pool_set_t::iterator iter1 = mPools.begin(); if (gDebugGL || gDebugPipeline) { LLGLState::checkStates(GL_FALSE); } while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; cur_type = poolp->getType(); if (cur_type >= atmospherics_pass && !done_atmospherics) { // do atmospherics against depth buffer before rendering alpha doAtmospherics(); done_atmospherics = true; } if (cur_type >= water_haze_pass && !done_water_haze) { // do water haze against depth buffer before rendering alpha doWaterHaze(); done_water_haze = true; } pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred poolrender"); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ ) { LLVertexBuffer::unbind(); poolp->beginPostDeferredPass(i); for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } p->renderPostDeferred(i); } poolp->endPostDeferredPass(i); LLVertexBuffer::unbind(); if (gDebugGL || gDebugPipeline) { LLGLState::checkStates(GL_FALSE); } } } else { // Skip all pools of this type for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } } } iter1 = iter2; stop_glerror(); } gGLLastMatrix = NULL; gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); if (!gCubeSnapshot) { // debug displays renderHighlights(); mHighlightFaces.clear(); renderDebug(); } if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } void LLPipeline::renderGeomShadow(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("renderGeomShadow"); U32 cur_type = 0; LLGLEnable cull(GL_CULL_FACE); LLVertexBuffer::unbind(); pool_set_t::iterator iter1 = mPools.begin(); while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; cur_type = poolp->getType(); pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0) { poolp->prerender() ; gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ ) { LLVertexBuffer::unbind(); poolp->beginShadowPass(i); for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } p->renderShadow(i); } poolp->endShadowPass(i); LLVertexBuffer::unbind(); } } else { // Skip all pools of this type for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } } } iter1 = iter2; stop_glerror(); } gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); } static U32 sIndicesDrawnCount = 0; void LLPipeline::addTrianglesDrawn(S32 index_count) { sIndicesDrawnCount += index_count; } void LLPipeline::recordTrianglesDrawn() { assertInitialized(); U32 count = sIndicesDrawnCount / 3; sIndicesDrawnCount = 0; add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count)); } void LLPipeline::renderPhysicsDisplay() { if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { return; } gGL.flush(); gDebugProgram.bind(); LLGLEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(3.f, 3.f); glLineWidth(3.f); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); for (int pass = 0; pass < 3; ++pass) { // pass 0 - depth write enabled, color write disabled, fill // pass 1 - depth write disabled, color write enabled, fill // pass 2 - depth write disabled, color write enabled, wireframe gGL.setColorMask(pass >= 1, false); LLGLDepthTest depth(GL_TRUE, pass == 0); bool wireframe = (pass == 2); if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { if (hasRenderType(part->mDrawableType)) { part->renderPhysicsShapes(wireframe); } } } } gGL.flush(); if (wireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } glLineWidth(1.f); gDebugProgram.unbind(); } extern std::set visible_selected_groups; void LLPipeline::renderDebug() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); if (!hud_only ) { //Render any navmesh geometry LLPathingLib *llPathingLibInstance = LLPathingLib::getInstance(); if ( llPathingLibInstance != NULL ) { //character floater renderables LLHandle pathfindingCharacterHandle = LLFloaterPathfindingCharacters::getInstanceHandle(); if ( !pathfindingCharacterHandle.isDead() ) { LLFloaterPathfindingCharacters *pathfindingCharacter = pathfindingCharacterHandle.get(); if ( pathfindingCharacter->getVisible() || gAgentCamera.cameraMouselook() ) { gPathfindingProgram.bind(); gPathfindingProgram.uniform1f(sTint, 1.f); gPathfindingProgram.uniform1f(sAmbiance, 1.f); gPathfindingProgram.uniform1f(sAlphaScale, 1.f); //Requried character physics capsule render parameters LLUUID id; LLVector3 pos; LLQuaternion rot; if ( pathfindingCharacter->isPhysicsCapsuleEnabled( id, pos, rot ) ) { //remove blending artifacts gGL.setColorMask(false, false); llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); gGL.setColorMask(true, false); LLGLEnable blend(GL_BLEND); gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); gPathfindingProgram.bind(); } } } //pathing console renderables LLHandle pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle(); if (!pathfindingConsoleHandle.isDead()) { LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get(); if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() ) { F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); gPathfindingProgram.bind(); gPathfindingProgram.uniform1f(sTint, 1.f); gPathfindingProgram.uniform1f(sAmbiance, ambiance); gPathfindingProgram.uniform1f(sAlphaScale, 1.f); if ( !pathfindingConsole->isRenderWorld() ) { const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear"); gGL.setColorMask(true, true); glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT); gGL.setColorMask(true, false); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } //NavMesh if ( pathfindingConsole->isRenderNavMesh() ) { gGL.flush(); glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); if ( pathfindingConsole->isRenderWorld() ) { LLGLEnable blend(GL_BLEND); gPathfindingProgram.uniform1f(sAlphaScale, 0.66f); llPathingLibInstance->renderNavMesh(); } else { llPathingLibInstance->renderNavMesh(); } //render edges gPathfindingNoNormalsProgram.bind(); gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f); gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f); llPathingLibInstance->renderNavMeshEdges(); gPathfindingProgram.bind(); gGL.flush(); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); glLineWidth(1.0f); gGL.flush(); } //User designated path if ( LLPathfindingPathTool::getInstance()->isRenderPath() ) { //The path gUIProgram.bind(); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); llPathingLibInstance->renderPath(); gPathfindingProgram.bind(); //The bookends //remove blending artifacts gGL.setColorMask(false, false); llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); gGL.setColorMask(true, false); //render the bookends LLGLEnable blend(GL_BLEND); gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); gPathfindingProgram.bind(); } if ( pathfindingConsole->isRenderWaterPlane() ) { LLGLEnable blend(GL_BLEND); gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() ); } //physics/exclusion shapes if ( pathfindingConsole->isRenderAnyShapes() ) { U32 render_order[] = { 1 << LLPathingLib::LLST_ObstacleObjects, 1 << LLPathingLib::LLST_WalkableObjects, 1 << LLPathingLib::LLST_ExclusionPhantoms, 1 << LLPathingLib::LLST_MaterialPhantoms, }; U32 flags = pathfindingConsole->getRenderShapeFlags(); for (U32 i = 0; i < 4; i++) { if (!(flags & render_order[i])) { continue; } //turn off backface culling for volumes so they are visible when camera is inside volume LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0); gGL.flush(); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); //get rid of some z-fighting LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(1.0f, 1.0f); //render to depth first to avoid blending artifacts gGL.setColorMask(false, false); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); gGL.setColorMask(true, false); //get rid of some z-fighting glPolygonOffset(0.f, 0.f); LLGLEnable blend(GL_BLEND); { gPathfindingProgram.uniform1f(sAmbiance, ambiance); { //draw solid overlay LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); gGL.flush(); } LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); if (pathfindingConsole->isRenderXRay()) { gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); glPolygonOffset(offset, -offset); if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) { //draw hidden wireframe as darker and less opaque gPathfindingProgram.uniform1f(sAmbiance, 1.f); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); } else { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); gPathfindingProgram.uniform1f(sAmbiance, ambiance); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } } { //draw visible wireframe as brighter, thicker and more opaque glPolygonOffset(offset, offset); gPathfindingProgram.uniform1f(sAmbiance, 1.f); gPathfindingProgram.uniform1f(sTint, 1.f); gPathfindingProgram.uniform1f(sAlphaScale, 1.f); glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); LLGLDisable blendOut(GL_BLEND); llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); gGL.flush(); glLineWidth(1.f); } glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } } glPolygonOffset(0.f, 0.f); if ( pathfindingConsole->isRenderNavMesh() && pathfindingConsole->isRenderXRay() ) { //render navmesh xray F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); glPolygonOffset(offset, -offset); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); gGL.flush(); glLineWidth(2.0f); LLGLEnable cull(GL_CULL_FACE); gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) { //draw hidden wireframe as darker and less opaque glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); gPathfindingProgram.uniform1f(sAmbiance, 1.f); llPathingLibInstance->renderNavMesh(); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } else { gPathfindingProgram.uniform1f(sAmbiance, ambiance); llPathingLibInstance->renderNavMesh(); } //render edges gPathfindingNoNormalsProgram.bind(); gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); llPathingLibInstance->renderNavMeshEdges(); gPathfindingProgram.bind(); gGL.flush(); glLineWidth(1.0f); } glPolygonOffset(0.f, 0.f); gGL.flush(); gPathfindingProgram.unbind(); } } } } gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); gGL.setColorMask(true, false); if (!hud_only && !mDebugBlips.empty()) { //render debug blips gUIProgram.bind(); gGL.color4f(1, 1, 1, 1); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true); glPointSize(8.f); LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); gGL.begin(LLRender::POINTS); for (std::list::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); ) { DebugBlip& blip = *iter; blip.mAge += gFrameIntervalSeconds.value(); if (blip.mAge > 2.f) { mDebugBlips.erase(iter++); } else { iter++; } blip.mPosition.mV[2] += gFrameIntervalSeconds.value()*2.f; gGL.color4fv(blip.mColor.mV); gGL.vertex3fv(blip.mPosition.mV); } gGL.end(); gGL.flush(); glPointSize(1.f); } // Debug stuff. if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE | LLPipeline::RENDER_DEBUG_OCCLUSION | LLPipeline::RENDER_DEBUG_LIGHTS | LLPipeline::RENDER_DEBUG_BATCH_SIZE | LLPipeline::RENDER_DEBUG_UPDATE_TYPE | LLPipeline::RENDER_DEBUG_BBOXES | LLPipeline::RENDER_DEBUG_NORMALS | LLPipeline::RENDER_DEBUG_POINTS | LLPipeline::RENDER_DEBUG_TEXTURE_AREA | LLPipeline::RENDER_DEBUG_TEXTURE_ANIM | LLPipeline::RENDER_DEBUG_RAYCAST | LLPipeline::RENDER_DEBUG_AVATAR_VOLUME | LLPipeline::RENDER_DEBUG_AVATAR_JOINTS | LLPipeline::RENDER_DEBUG_AGENT_TARGET | LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA | LLPipeline::RENDER_DEBUG_TEXEL_DENSITY)) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("render debug bridges"); for (LLViewerRegion* region : LLWorld::getInstance()->getRegionList()) { for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { if ((hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || (!hud_only && hasRenderType(part->mDrawableType))) { part->renderDebug(); } } } } for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLSpatialBridge* bridge = *i; if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) { gGL.pushMatrix(); gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); bridge->renderDebug(); gGL.popMatrix(); } } } LL::GLTFSceneManager::instance().renderDebug(); if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) { //render visible selected group occlusion geometry gDebugProgram.bind(); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.diffuseColor3f(1,0,1); for (std::set::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter) { LLSpatialGroup* group = *iter; LLVector4a fudge; fudge.splat(0.25f); //SG_OCCLUSION_FUDGE LLVector4a size; const LLVector4a* bounds = group->getBounds(); size.setAdd(fudge, bounds[1]); drawBox(bounds[0], size); } } visible_selected_groups.clear(); //draw reflection probes and links between them if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_REFLECTION_PROBES) && !hud_only) { mReflectionMapManager.renderDebug(); } static LLCachedControl render_ref_probe_volumes(gSavedSettings, "RenderReflectionProbeVolumes"); if (render_ref_probe_volumes && !hud_only) { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); bindDeferredShader(gReflectionProbeDisplayProgram, NULL); mScreenTriangleVB->setBuffer(); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_FALSE); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gReflectionProbeDisplayProgram); } gUIProgram.bind(); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only) { //draw crosshairs on particle intersection if (gDebugRaycastParticle) { gDebugProgram.bind(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLVector3 center(gDebugRaycastParticleIntersection.getF32ptr()); LLVector3 size(0.1f, 0.1f, 0.1f); LLVector3 p[6]; p[0] = center + size.scaledVec(LLVector3(1,0,0)); p[1] = center + size.scaledVec(LLVector3(-1,0,0)); p[2] = center + size.scaledVec(LLVector3(0,1,0)); p[3] = center + size.scaledVec(LLVector3(0,-1,0)); p[4] = center + size.scaledVec(LLVector3(0,0,1)); p[5] = center + size.scaledVec(LLVector3(0,0,-1)); gGL.begin(LLRender::LINES); gGL.diffuseColor3f(1.f, 1.f, 0.f); for (U32 i = 0; i < 6; i++) { gGL.vertex3fv(p[i].mV); } gGL.end(); gGL.flush(); gDebugProgram.unbind(); } } if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !hud_only) { LLVertexBuffer::unbind(); LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(true, false); LLGLDisable cull(GL_CULL_FACE); gGL.color4f(1,1,1,1); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); F32 a = 0.1f; F32 col[] = { 1,0,0,a, 0,1,0,a, 0,0,1,a, 1,0,1,a, 1,1,0,a, 0,1,1,a, 1,1,1,a, 1,0,1,a, }; for (U32 i = 0; i < 8; i++) { LLVector3* frust = mShadowCamera[i].mAgentFrustum; if (i > 3) { //render shadow frusta as volumes if (mShadowFrustPoints[i-4].empty()) { continue; } gGL.color4fv(col+(i-4)*4); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); gGL.end(); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[2].mV); gGL.end(); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[6].mV); gGL.end(); } if (i < 4) { //if (i == 0 || !mShadowFrustPoints[i].empty()) { //render visible point cloud gGL.flush(); glPointSize(8.f); gGL.begin(LLRender::POINTS); F32* c = col+i*4; gGL.color3fv(c); for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) { gGL.vertex3fv(mShadowFrustPoints[i][j].mV); } gGL.end(); gGL.flush(); glPointSize(1.f); LLVector3* ext = mShadowExtents[i]; LLVector3 pos = (ext[0]+ext[1])*0.5f; LLVector3 size = (ext[1]-ext[0])*0.5f; drawBoxOutline(pos, size); //render camera frustum splits as outlines gGL.begin(LLRender::LINES); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); gGL.end(); } } /*gGL.flush(); glLineWidth(16-i*2); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) { LLSpatialPartition* part = region->getSpatialPartition(j); if (part) { if (hasRenderType(part->mDrawableType)) { part->renderIntersectingBBoxes(&mShadowCamera[i]); } } } } gGL.flush(); glLineWidth(1.f);*/ } } if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS) { gAgent.getRegion()->mWind.renderVectors(); } if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION) { // Debug composition layers F32 x, y; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); if (gAgent.getRegion()) { gGL.begin(LLRender::POINTS); // Draw the composition layer for the region that I'm in. for (x = 0; x <= 260; x++) { for (y = 0; y <= 260; y++) { if ((x > 255) || (y > 255)) { gGL.color4f(1.f, 0.f, 0.f, 1.f); } else { gGL.color4f(0.f, 0.f, 1.f, 1.f); } F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y); z *= 5.f; z += 50.f; gGL.vertex3f(x, y, z); } } gGL.end(); } } gGL.flush(); gUIProgram.unbind(); } void LLPipeline::rebuildPools() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); auto max_count = mPools.size(); pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool); while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS) { if (iter1 == mPools.end()) { iter1 = mPools.begin(); } LLDrawPool* poolp = *iter1; if (poolp->isDead()) { mPools.erase(iter1++); removeFromQuickLookup( poolp ); if (poolp == mLastRebuildPool) { mLastRebuildPool = NULL; } delete poolp; } else { mLastRebuildPool = poolp; iter1++; } max_count--; } } void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) { assertInitialized(); switch( new_poolp->getType() ) { case LLDrawPool::POOL_SIMPLE: if (mSimplePool) { llassert(0); LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; } else { mSimplePool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_ALPHA_MASK: if (mAlphaMaskPool) { llassert(0); LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL; break; } else { mAlphaMaskPool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: if (mFullbrightAlphaMaskPool) { llassert(0); LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL; break; } else { mFullbrightAlphaMaskPool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_GRASS: if (mGrassPool) { llassert(0); LL_WARNS() << "Ignoring duplicate grass pool." << LL_ENDL; } else { mGrassPool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_FULLBRIGHT: if (mFullbrightPool) { llassert(0); LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; } else { mFullbrightPool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_GLOW: if (mGlowPool) { llassert(0); LL_WARNS() << "Ignoring duplicate glow pool." << LL_ENDL; } else { mGlowPool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_TREE: mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ; break; case LLDrawPool::POOL_TERRAIN: mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ; break; case LLDrawPool::POOL_BUMP: if (mBumpPool) { llassert(0); LL_WARNS() << "Ignoring duplicate bump pool." << LL_ENDL; } else { mBumpPool = new_poolp; } break; case LLDrawPool::POOL_MATERIALS: if (mMaterialsPool) { llassert(0); LL_WARNS() << "Ignorning duplicate materials pool." << LL_ENDL; } else { mMaterialsPool = new_poolp; } break; case LLDrawPool::POOL_ALPHA_PRE_WATER: if( mAlphaPoolPreWater ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pre-water pool" << LL_ENDL; } else { mAlphaPoolPreWater = (LLDrawPoolAlpha*) new_poolp; } break; case LLDrawPool::POOL_ALPHA_POST_WATER: if (mAlphaPoolPostWater) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha post-water pool" << LL_ENDL; } else { mAlphaPoolPostWater = (LLDrawPoolAlpha*)new_poolp; } break; case LLDrawPool::POOL_AVATAR: case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: if( mSkyPool ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << LL_ENDL; } else { mSkyPool = new_poolp; } break; case LLDrawPool::POOL_WATER: if( mWaterPool ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water pool" << LL_ENDL; } else { mWaterPool = new_poolp; } break; case LLDrawPool::POOL_WL_SKY: if( mWLSkyPool ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL; } else { mWLSkyPool = new_poolp; } break; case LLDrawPool::POOL_GLTF_PBR: if( mPBROpaquePool ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Opaque Pool" << LL_ENDL; } else { mPBROpaquePool = new_poolp; } break; case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: if (mPBRAlphaMaskPool) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Alpha Mask Pool" << LL_ENDL; } else { mPBRAlphaMaskPool = new_poolp; } break; default: llassert(0); LL_WARNS() << "Invalid Pool Type in LLPipeline::addPool()" << LL_ENDL; break; } } void LLPipeline::removePool( LLDrawPool* poolp ) { assertInitialized(); removeFromQuickLookup(poolp); mPools.erase(poolp); delete poolp; } void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) { assertInitialized(); switch( poolp->getType() ) { case LLDrawPool::POOL_SIMPLE: llassert(mSimplePool == poolp); mSimplePool = NULL; break; case LLDrawPool::POOL_ALPHA_MASK: llassert(mAlphaMaskPool == poolp); mAlphaMaskPool = NULL; break; case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: llassert(mFullbrightAlphaMaskPool == poolp); mFullbrightAlphaMaskPool = NULL; break; case LLDrawPool::POOL_GRASS: llassert(mGrassPool == poolp); mGrassPool = NULL; break; case LLDrawPool::POOL_FULLBRIGHT: llassert(mFullbrightPool == poolp); mFullbrightPool = NULL; break; case LLDrawPool::POOL_WL_SKY: llassert(mWLSkyPool == poolp); mWLSkyPool = NULL; break; case LLDrawPool::POOL_GLOW: llassert(mGlowPool == poolp); mGlowPool = NULL; break; case LLDrawPool::POOL_TREE: #ifdef _DEBUG { bool found = mTreePools.erase( (uintptr_t)poolp->getTexture() ); llassert( found ); } #else mTreePools.erase( (uintptr_t)poolp->getTexture() ); #endif break; case LLDrawPool::POOL_TERRAIN: #ifdef _DEBUG { bool found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() ); llassert( found ); } #else mTerrainPools.erase( (uintptr_t)poolp->getTexture() ); #endif break; case LLDrawPool::POOL_BUMP: llassert( poolp == mBumpPool ); mBumpPool = NULL; break; case LLDrawPool::POOL_MATERIALS: llassert(poolp == mMaterialsPool); mMaterialsPool = NULL; break; case LLDrawPool::POOL_ALPHA_PRE_WATER: llassert( poolp == mAlphaPoolPreWater ); mAlphaPoolPreWater = nullptr; break; case LLDrawPool::POOL_ALPHA_POST_WATER: llassert(poolp == mAlphaPoolPostWater); mAlphaPoolPostWater = nullptr; break; case LLDrawPool::POOL_AVATAR: case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: llassert( poolp == mSkyPool ); mSkyPool = NULL; break; case LLDrawPool::POOL_WATER: llassert( poolp == mWaterPool ); mWaterPool = NULL; break; case LLDrawPool::POOL_GLTF_PBR: llassert( poolp == mPBROpaquePool ); mPBROpaquePool = NULL; break; case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: llassert(poolp == mPBRAlphaMaskPool); mPBRAlphaMaskPool = NULL; break; default: llassert(0); LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL; break; } } void LLPipeline::resetDrawOrders() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); // Iterate through all of the draw pools and rebuild them. for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; poolp->resetDrawOrders(); } } //============================================================================ // Once-per-frame setup of hardware lights, // including sun/moon, avatar backlight, and up to 6 local lights void LLPipeline::setupAvatarLights(bool for_edit) { assertInitialized(); LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); bool sun_up = environment.getIsSunUp(); if (for_edit) { LLColor4 diffuse(1.f, 1.f, 1.f, 0.f); LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); LLVector4 light_pos = light_pos_cam * camera_rot; light_pos.normalize(); LLLightState* light = gGL.getLight(1); mHWLightColors[1] = diffuse; light->setDiffuse(diffuse); light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); light->setPosition(light_pos); light->setConstantAttenuation(1.f); light->setLinearAttenuation(0.f); light->setQuadraticAttenuation(0.f); light->setSpotExponent(0.f); light->setSpotCutoff(180.f); } else if (gAvatarBacklight) { LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir); LLVector3 opposite_pos = -light_dir; LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); backlight_pos.normalize(); LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f); F32 max_component = 0.001f; for (S32 i = 0; i < 3; i++) { if (backlight_diffuse.mV[i] > max_component) { max_component = backlight_diffuse.mV[i]; } } F32 backlight_mag; if (LLEnvironment::instance().getIsSunUp()) { backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT; } else { backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT; } backlight_diffuse *= backlight_mag / max_component; mHWLightColors[1] = backlight_diffuse; LLLightState* light = gGL.getLight(1); light->setPosition(backlight_pos); light->setDiffuse(backlight_diffuse); light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); light->setConstantAttenuation(1.f); light->setLinearAttenuation(0.f); light->setQuadraticAttenuation(0.f); light->setSpotExponent(0.f); light->setSpotCutoff(180.f); } else { LLLightState* light = gGL.getLight(1); mHWLightColors[1] = LLColor4::black; light->setDiffuse(LLColor4::black); light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); } } static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; F32 inten = light->getLightIntensity(); if (inten < .001f) { return max_dist; } bool selected = light->isSelected(); if (selected) { return 0.f; // selected lights get highest priority } F32 radius = light->getLightRadius(); F32 dist = dist_vec(light->getRenderPosition(), cam_pos); dist = llmax(dist - radius, 0.f); if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE)) { // moving lights get a little higher priority (too much causes artifacts) dist = llmax(dist - light->getLightRadius()*0.25f, 0.f); } return dist; } void LLPipeline::calcNearbyLights(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; assertInitialized(); if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs || LLApp::isExiting()) { return; } static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); if (local_light_count >= 1) { // mNearbyLight (and all light_set_t's) are sorted such that // begin() == the closest light and rbegin() == the farthest light const S32 MAX_LOCAL_LIGHTS = 6; LLVector3 cam_pos = camera.getOrigin(); F32 max_dist; if (LLPipeline::sRenderDeferred) { max_dist = RenderFarClip; } else { max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f); } // UPDATE THE EXISTING NEARBY LIGHTS light_set_t cur_nearby_lights; for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); iter++) { const Light* light = &(*iter); LLDrawable* drawable = light->drawable; const LLViewerObject *vobj = light->drawable->getVObj(); if(vobj && vobj->getAvatar() && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList() || vobj->getAvatar()->isTooSlow()) ) { drawable->clearState(LLDrawable::NEARBY_LIGHT); continue; } LLVOVolume* volight = drawable->getVOVolume(); if (!volight || !drawable->isState(LLDrawable::LIGHT)) { drawable->clearState(LLDrawable::NEARBY_LIGHT); continue; } if (light->fade <= -LIGHT_FADE_TIME) { drawable->clearState(LLDrawable::NEARBY_LIGHT); continue; } if (!sRenderAttachedLights && volight && volight->isAttachment()) { drawable->clearState(LLDrawable::NEARBY_LIGHT); continue; } F32 dist = calc_light_dist(volight, cam_pos, max_dist); F32 fade = light->fade; // actual fade gets decreased/increased by setupHWLights // light->fade value is 'time'. // >=0 and light will become visible as value increases // <0 and light will fade out if (dist < max_dist) { if (fade < 0) { // mark light to fade in // if fade was -LIGHT_FADE_TIME - it was fully invisible // if fade -0 - it was fully visible // visibility goes up from 0 to LIGHT_FADE_TIME. fade += LIGHT_FADE_TIME; } } else { // mark light to fade out // visibility goes down from -0 to -LIGHT_FADE_TIME. if (fade >= LIGHT_FADE_TIME) { fade = -0.0001f; // was fully visible } else if (fade >= 0) { // 0.75 visible light should stay 0.75 visible, but should reverse direction fade -= LIGHT_FADE_TIME; } } cur_nearby_lights.insert(Light(drawable, dist, fade)); } mNearbyLights = cur_nearby_lights; // FIND NEW LIGHTS THAT ARE IN RANGE light_set_t new_nearby_lights; for (LLDrawable::ordered_drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) { LLDrawable* drawable = *iter; LLVOVolume* light = drawable->getVOVolume(); if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT)) { continue; } if (light->isHUDAttachment()) { continue; // no lighting from HUD objects } if (!sRenderAttachedLights && light && light->isAttachment()) { continue; } LLVOAvatar * av = light->getAvatar(); if (av && (av->isTooComplex() || av->isInMuteList() || av->isTooSlow())) { // avatars that are already in the list will be removed by removeMutedAVsLights continue; } F32 dist = calc_light_dist(light, cam_pos, max_dist); if (dist >= max_dist) { continue; } new_nearby_lights.insert(Light(drawable, dist, 0.f)); if (!LLPipeline::sRenderDeferred && new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS) { new_nearby_lights.erase(--new_nearby_lights.end()); const Light& last = *new_nearby_lights.rbegin(); max_dist = last.dist; } } // INSERT ANY NEW LIGHTS for (light_set_t::iterator iter = new_nearby_lights.begin(); iter != new_nearby_lights.end(); iter++) { const Light* light = &(*iter); if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS) { mNearbyLights.insert(*light); ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT); } else { // crazy cast so that we can overwrite the fade value // even though gcc enforces sets as const // (fade value doesn't affect sort so this is safe) Light* farthest_light = (const_cast(&(*(mNearbyLights.rbegin())))); if (light->dist < farthest_light->dist) { // mark light to fade out // visibility goes down from -0 to -LIGHT_FADE_TIME. // // This is a mess, but for now it needs to be in sync // with fade code above. Ex: code above detects distance < max, // sets fade time to positive, this code then detects closer // lights and sets fade time negative, fully compensating // for the code above if (farthest_light->fade >= LIGHT_FADE_TIME) { farthest_light->fade = -0.0001f; // was fully visible } else if (farthest_light->fade >= 0) { farthest_light->fade -= LIGHT_FADE_TIME; } } else { break; // none of the other lights are closer } } } //mark nearby lights not-removable. for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); iter++) { const Light* light = &(*iter); ((LLViewerOctreeEntryData*) light->drawable)->setVisible(); } } } void LLPipeline::setupHWLights() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; assertInitialized(); if (LLPipeline::sRenderingHUDs) { return; } F32 light_scale = 1.f; if (gCubeSnapshot) { //darken local lights when probe ambiance is above 1 light_scale = mReflectionMapManager.mLightScale; } LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); // Ambient LLColor4 ambient = psky->getTotalAmbient(); gGL.setAmbientLightColor(ambient); bool sun_up = environment.getIsSunUp(); bool moon_up = environment.getIsMoonUp(); // Light 0 = Sun or Moon (All objects) { LLVector4 sun_dir(environment.getSunDirection(), 0.0f); LLVector4 moon_dir(environment.getMoonDirection(), 0.0f); mSunDir.setVec(sun_dir); mMoonDir.setVec(moon_dir); mSunDiffuse.setVec(psky->getSunlightColor()); mMoonDiffuse.setVec(psky->getMoonlightColor()); F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); if (max_color > 1.f) { mSunDiffuse *= 1.f/max_color; } mSunDiffuse.clamp(); max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]); if (max_color > 1.f) { mMoonDiffuse *= 1.f/max_color; } mMoonDiffuse.clamp(); // prevent underlighting from having neither lightsource facing us if (!sun_up && !moon_up) { mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); } LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse; LLLightState* light = gGL.getLight(0); light->setPosition(light_dir); light->setSunPrimary(sun_up); light->setDiffuse(mHWLightColors[0]); light->setDiffuseB(mMoonDiffuse); light->setAmbient(psky->getTotalAmbient()); light->setSpecular(LLColor4::black); light->setConstantAttenuation(1.f); light->setLinearAttenuation(0.f); light->setQuadraticAttenuation(0.f); light->setSpotExponent(0.f); light->setSpotCutoff(180.f); } // Light 1 = Backlight (for avatars) // (set by enableLightsAvatar) S32 cur_light = 2; // Nearby lights = LIGHT 2-7 mLightMovingMask = 0; static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); if (local_light_count >= 1) { for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) { LLDrawable* drawable = iter->drawable; LLVOVolume* light = drawable->getVOVolume(); if (!light) { continue; } if (light->isAttachment()) { if (!sRenderAttachedLights) { continue; } } if (drawable->isState(LLDrawable::ACTIVE)) { mLightMovingMask |= (1<getLightLinearColor() * light_scale; light_color.mV[3] = 0.0f; F32 fade = iter->fade; if (fade < LIGHT_FADE_TIME) { // fade in/out light if (fade >= 0.f) { fade = fade / LIGHT_FADE_TIME; ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds.value(); } else { fade = 1.f + fade / LIGHT_FADE_TIME; ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds.value(); } fade = llclamp(fade,0.f,1.f); light_color *= fade; } if (light_color.magVecSquared() < 0.001f) { continue; } LLVector3 light_pos(light->getRenderPosition()); LLVector4 light_pos_gl(light_pos, 1.0f); F32 adjusted_radius = light->getLightRadius() * (sRenderDeferred ? 1.5f : 1.0f); if (adjusted_radius <= 0.001f) { continue; } F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior. F32 linatten = x / adjusted_radius; // % of brightness at radius mHWLightColors[cur_light] = light_color; LLLightState* light_state = gGL.getLight(cur_light); light_state->setPosition(light_pos_gl); light_state->setDiffuse(light_color); light_state->setAmbient(LLColor4::black); light_state->setConstantAttenuation(0.f); light_state->setSize(light->getLightRadius() * 1.5f); light_state->setFalloff(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); if (sRenderDeferred) { light_state->setLinearAttenuation(linatten); light_state->setQuadraticAttenuation(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF) + 1.f); // get falloff to match for forward deferred rendering lights } else { light_state->setLinearAttenuation(linatten); light_state->setQuadraticAttenuation(0.f); } if (light->isLightSpotlight() // directional (spot-)light && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on { LLQuaternion quat = light->getRenderRotation(); LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction at_axis *= quat; light_state->setSpotDirection(at_axis); light_state->setSpotCutoff(90.f); light_state->setSpotExponent(2.f); LLVector3 spotParams = light->getSpotLightParams(); const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]); light_state->setSpecular(specular); } else // omnidirectional (point) light { light_state->setSpotExponent(0.f); light_state->setSpotCutoff(180.f); // we use specular.z = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight const LLColor4 specular(0.f, 0.f, 1.f, 0.f); light_state->setSpecular(specular); } cur_light++; if (cur_light >= 8) { break; // safety } } } for ( ; cur_light < 8 ; cur_light++) { mHWLightColors[cur_light] = LLColor4::black; LLLightState* light = gGL.getLight(cur_light); light->setSunPrimary(true); light->setDiffuse(LLColor4::black); light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); } // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20 // Init GL state for (S32 i = 0; i < 8; ++i) { gGL.getLight(i)->disable(); } mLightMask = 0; } void LLPipeline::enableLights(U32 mask) { assertInitialized(); if (mLightMask != mask) { stop_glerror(); if (mask) { stop_glerror(); for (S32 i=0; i<8; i++) { LLLightState* light = gGL.getLight(i); if (mask & (1<enable(); light->setDiffuse(mHWLightColors[i]); } else { light->disable(); light->setDiffuse(LLColor4::black); } } stop_glerror(); } mLightMask = mask; stop_glerror(); } } void LLPipeline::enableLightsDynamic() { assertInitialized(); U32 mask = 0xff & (~2); // Local lights enableLights(mask); if (isAgentAvatarValid()) { if (gAgentAvatarp->mSpecialRenderMode == 0) // normal { gPipeline.enableLightsAvatar(); } else if (gAgentAvatarp->mSpecialRenderMode == 2) // anim preview { gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f)); } } } void LLPipeline::enableLightsAvatar() { U32 mask = 0xff; // All lights setupAvatarLights(false); enableLights(mask); } void LLPipeline::enableLightsPreview() { disableLights(); LLColor4 ambient = PreviewAmbientColor; gGL.setAmbientLightColor(ambient); LLColor4 diffuse0 = PreviewDiffuse0; LLColor4 specular0 = PreviewSpecular0; LLColor4 diffuse1 = PreviewDiffuse1; LLColor4 specular1 = PreviewSpecular1; LLColor4 diffuse2 = PreviewDiffuse2; LLColor4 specular2 = PreviewSpecular2; LLVector3 dir0 = PreviewDirection0; LLVector3 dir1 = PreviewDirection1; LLVector3 dir2 = PreviewDirection2; dir0.normVec(); dir1.normVec(); dir2.normVec(); LLVector4 light_pos(dir0, 0.0f); LLLightState* light = gGL.getLight(1); light->enable(); light->setPosition(light_pos); light->setDiffuse(diffuse0); light->setAmbient(ambient); light->setSpecular(specular0); light->setSpotExponent(0.f); light->setSpotCutoff(180.f); light_pos = LLVector4(dir1, 0.f); light = gGL.getLight(2); light->enable(); light->setPosition(light_pos); light->setDiffuse(diffuse1); light->setAmbient(ambient); light->setSpecular(specular1); light->setSpotExponent(0.f); light->setSpotCutoff(180.f); light_pos = LLVector4(dir2, 0.f); light = gGL.getLight(3); light->enable(); light->setPosition(light_pos); light->setDiffuse(diffuse2); light->setAmbient(ambient); light->setSpecular(specular2); light->setSpotExponent(0.f); light->setSpotCutoff(180.f); } void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) { U32 mask = 0x2002; // Avatar backlight only, set ambient setupAvatarLights(true); enableLights(mask); gGL.setAmbientLightColor(color); } void LLPipeline::enableLightsFullbright() { assertInitialized(); U32 mask = 0x1000; // Non-0 mask, set ambient enableLights(mask); } void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) } //============================================================================ class LLMenuItemGL; class LLInvFVBridge; struct cat_folder_pair; class LLVOBranch; class LLVOLeaf; void LLPipeline::findReferences(LLDrawable *drawablep) { assertInitialized(); if (mLights.find(drawablep) != mLights.end()) { LL_INFOS() << "In mLights" << LL_ENDL; } if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end()) { LL_INFOS() << "In mMovedList" << LL_ENDL; } if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end()) { LL_INFOS() << "In mShiftList" << LL_ENDL; } if (mRetexturedList.find(drawablep) != mRetexturedList.end()) { LL_INFOS() << "In mRetexturedList" << LL_ENDL; } if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end()) { LL_INFOS() << "In mBuildQ1" << LL_ENDL; } S32 count; count = gObjectList.findReferences(drawablep); if (count) { LL_INFOS() << "In other drawables: " << count << " references" << LL_ENDL; } } bool LLPipeline::verify() { bool ok = assertInitialized(); if (ok) { for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; if (!poolp->verify()) { ok = false; } } } if (!ok) { LL_WARNS() << "Pipeline verify failed!" << LL_ENDL; } return ok; } ////////////////////////////// // // Collision detection // // /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * A method to compute a ray-AABB intersection. * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990 * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500) * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only) * * Hence this version is faster as well as more robust than the original one. * * Should work provided: * 1) the integer representation of 0.0f is 0x00000000 * 2) the sign bit of the float is the most significant one * * Report bugs: p.terdiman@codercorner.com * * \param aabb [in] the axis-aligned bounding box * \param origin [in] ray origin * \param dir [in] ray direction * \param coord [out] impact coordinates * \return true if ray intersects AABB */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //#define RAYAABB_EPSILON 0.00001f #define IR(x) ((U32&)x) bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon) { bool Inside = true; LLVector3 MinB = center - size; LLVector3 MaxB = center + size; LLVector3 MaxT; MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f; // Find candidate planes. for(U32 i=0;i<3;i++) { if(origin.mV[i] < MinB.mV[i]) { coord.mV[i] = MinB.mV[i]; Inside = false; // Calculate T distances to candidate planes if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i]; } else if(origin.mV[i] > MaxB.mV[i]) { coord.mV[i] = MaxB.mV[i]; Inside = false; // Calculate T distances to candidate planes if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i]; } } // Ray origin inside bounding box if(Inside) { coord = origin; return true; } // Get largest of the maxT's for final choice of intersection U32 WhichPlane = 0; if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1; if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2; // Check final candidate actually inside box if(IR(MaxT.mV[WhichPlane])&0x80000000) return false; for(U32 i=0;i<3;i++) { if(i!=WhichPlane) { coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i]; if (epsilon > 0) { if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false; } else { if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false; } } } return true; // ray hits box } ////////////////////////////// // // Macros, functions, and inline methods from other classes // // void LLPipeline::setLight(LLDrawable *drawablep, bool is_light) { if (drawablep && assertInitialized()) { if (is_light) { mLights.insert(drawablep); drawablep->setState(LLDrawable::LIGHT); } else { drawablep->clearState(LLDrawable::LIGHT); mLights.erase(drawablep); } } } //static void LLPipeline::toggleRenderType(U32 type) { gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type]; if (type == LLPipeline::RENDER_TYPE_WATER) { gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER]; } } //static void LLPipeline::toggleRenderTypeControl(U32 type) { gPipeline.toggleRenderType(type); } //static bool LLPipeline::hasRenderTypeControl(U32 type) { return gPipeline.hasRenderType(type); } // Allows UI items labeled "Hide foo" instead of "Show foo" //static bool LLPipeline::toggleRenderTypeControlNegated(S32 type) { return !gPipeline.hasRenderType(type); } //static void LLPipeline::toggleRenderDebug(U64 bit) { if (gPipeline.hasRenderDebugMask(bit)) { LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << LL_ENDL; } else { LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << LL_ENDL; } gPipeline.mRenderDebugMask ^= bit; } //static bool LLPipeline::toggleRenderDebugControl(U64 bit) { return gPipeline.hasRenderDebugMask(bit); } //static void LLPipeline::toggleRenderDebugFeature(U32 bit) { gPipeline.mRenderDebugFeatureMask ^= bit; } //static bool LLPipeline::toggleRenderDebugFeatureControl(U32 bit) { return gPipeline.hasRenderDebugFeatureMask(bit); } void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value) { if (value) { gPipeline.mRenderDebugFeatureMask |= bit; } else { gPipeline.mRenderDebugFeatureMask &= !bit; } } void LLPipeline::pushRenderDebugFeatureMask() { mRenderDebugFeatureStack.push(mRenderDebugFeatureMask); } void LLPipeline::popRenderDebugFeatureMask() { if (mRenderDebugFeatureStack.empty()) { LL_ERRS() << "Depleted render feature stack." << LL_ENDL; } mRenderDebugFeatureMask = mRenderDebugFeatureStack.top(); mRenderDebugFeatureStack.pop(); } // static void LLPipeline::setRenderScriptedBeacons(bool val) { sRenderScriptedBeacons = val; } // static void LLPipeline::toggleRenderScriptedBeacons() { sRenderScriptedBeacons = !sRenderScriptedBeacons; } // static bool LLPipeline::getRenderScriptedBeacons() { return sRenderScriptedBeacons; } // static void LLPipeline::setRenderScriptedTouchBeacons(bool val) { sRenderScriptedTouchBeacons = val; } // static void LLPipeline::toggleRenderScriptedTouchBeacons() { sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons; } // static bool LLPipeline::getRenderScriptedTouchBeacons() { return sRenderScriptedTouchBeacons; } // static void LLPipeline::setRenderMOAPBeacons(bool val) { sRenderMOAPBeacons = val; } // static void LLPipeline::toggleRenderMOAPBeacons() { sRenderMOAPBeacons = !sRenderMOAPBeacons; } // static bool LLPipeline::getRenderMOAPBeacons() { return sRenderMOAPBeacons; } // static void LLPipeline::setRenderPhysicalBeacons(bool val) { sRenderPhysicalBeacons = val; } // static void LLPipeline::toggleRenderPhysicalBeacons() { sRenderPhysicalBeacons = !sRenderPhysicalBeacons; } // static bool LLPipeline::getRenderPhysicalBeacons() { return sRenderPhysicalBeacons; } // static void LLPipeline::setRenderParticleBeacons(bool val) { sRenderParticleBeacons = val; } // static void LLPipeline::toggleRenderParticleBeacons() { sRenderParticleBeacons = !sRenderParticleBeacons; } // static bool LLPipeline::getRenderParticleBeacons() { return sRenderParticleBeacons; } // static void LLPipeline::setRenderSoundBeacons(bool val) { sRenderSoundBeacons = val; } // static void LLPipeline::toggleRenderSoundBeacons() { sRenderSoundBeacons = !sRenderSoundBeacons; } // static bool LLPipeline::getRenderSoundBeacons() { return sRenderSoundBeacons; } // static void LLPipeline::setRenderBeacons(bool val) { sRenderBeacons = val; } // static void LLPipeline::toggleRenderBeacons() { sRenderBeacons = !sRenderBeacons; } // static bool LLPipeline::getRenderBeacons() { return sRenderBeacons; } // static void LLPipeline::setRenderHighlights(bool val) { sRenderHighlight = val; } // static void LLPipeline::toggleRenderHighlights() { sRenderHighlight = !sRenderHighlight; } // static bool LLPipeline::getRenderHighlights() { return sRenderHighlight; } // static void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel) { if (channel != sRenderHighlightTextureChannel) { sRenderHighlightTextureChannel = channel; } } LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, S32* face_hit) { LLVector4a local_end = end; LLVector4a position; LLDrawable* drawable = NULL; for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE); if (part && hasRenderType(part->mDrawableType)) { LLDrawable* hit = part->lineSegmentIntersect(start, local_end, true, false, true, false, face_hit, &position, NULL, NULL, NULL); if (hit) { drawable = hit; local_end = position; } } } LLVOPartGroup* ret = NULL; if (drawable) { //make sure we're returning an LLVOPartGroup llassert(drawable->getVObj()->getPCode() == LLViewerObject::LL_VO_PART_GROUP); ret = (LLVOPartGroup*) drawable->getVObj().get(); } if (intersection) { *intersection = position; } return ret; } LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, bool pick_transparent, bool pick_rigged, bool pick_unselectable, bool pick_reflection_probe, S32* face_hit, S32* gltf_node_hit, S32* gltf_primitive_hit, LLVector4a* intersection, // return the intersection point LLVector2* tex_coord, // return the texture coordinates of the intersection point LLVector4a* normal, // return the surface normal at the intersection point LLVector4a* tangent // return the surface tangent at the intersection point ) { LLDrawable* drawable = NULL; LLVector4a local_end = end; LLVector4a position; sPickAvatar = false; //! LLToolMgr::getInstance()->inBuildMode(); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) { if ((j == LLViewerRegion::PARTITION_VOLUME) || (j == LLViewerRegion::PARTITION_BRIDGE) || (j == LLViewerRegion::PARTITION_AVATAR) || // for attachments (j == LLViewerRegion::PARTITION_CONTROL_AV) || (j == LLViewerRegion::PARTITION_TERRAIN) || (j == LLViewerRegion::PARTITION_TREE) || (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now { LLSpatialPartition* part = region->getSpatialPartition(j); if (part && hasRenderType(part->mDrawableType)) { LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, face_hit, &position, tex_coord, normal, tangent); if (hit) { drawable = hit; local_end = position; } } } } } if (!sPickAvatar) { //save hit info in case we need to restore //due to attachment override LLVector4a local_normal; LLVector4a local_tangent; LLVector2 local_texcoord; S32 local_face_hit = -1; if (face_hit) { local_face_hit = *face_hit; } if (tex_coord) { local_texcoord = *tex_coord; } if (tangent) { local_tangent = *tangent; } else { local_tangent.clear(); } if (normal) { local_normal = *normal; } else { local_normal.clear(); } const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f; //check against avatars sPickAvatar = true; for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR); if (part && hasRenderType(part->mDrawableType)) { LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, face_hit, &position, tex_coord, normal, tangent); if (hit) { LLVector4a delta; delta.setSub(position, local_end); if (!drawable || !drawable->getVObj()->isAttachment() || delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST) { //avatar overrides if previously hit drawable is not an attachment or //attachment is far enough away from detected intersection drawable = hit; local_end = position; } else { //prioritize attachments over avatars position = local_end; if (face_hit) { *face_hit = local_face_hit; } if (tex_coord) { *tex_coord = local_texcoord; } if (tangent) { *tangent = local_tangent; } if (normal) { *normal = local_normal; } } } } } } // check all avatar nametags (silly, isn't it?) for (LLCharacter* character : LLCharacter::sInstances) { LLVOAvatar* avatar = (LLVOAvatar*)character; if (avatar->mNameText.notNull() && avatar->mNameText->lineSegmentIntersect(start, local_end, position)) { drawable = avatar->mDrawable; local_end = position; } } S32 node_hit = -1; S32 primitive_hit = -1; LLDrawable* hit = LL::GLTFSceneManager::instance().lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, &node_hit, &primitive_hit, &position, tex_coord, normal, tangent); if (hit) { drawable = hit; local_end = position; } if (gltf_node_hit) { *gltf_node_hit = node_hit; } if (gltf_primitive_hit) { *gltf_primitive_hit = primitive_hit; } if (intersection) { *intersection = position; } return drawable ? drawable->getVObj().get() : NULL; } LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, bool pick_transparent, S32* face_hit, LLVector4a* intersection, // return the intersection point LLVector2* tex_coord, // return the texture coordinates of the intersection point LLVector4a* normal, // return the surface normal at the intersection point LLVector4a* tangent // return the surface tangent at the intersection point ) { LLDrawable* drawable = NULL; for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; bool toggle = false; if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { toggleRenderType(LLPipeline::RENDER_TYPE_HUD); toggle = true; } LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD); if (part) { LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, false, true, false, face_hit, intersection, tex_coord, normal, tangent); if (hit) { drawable = hit; } } if (toggle) { toggleRenderType(LLPipeline::RENDER_TYPE_HUD); } } return drawable ? drawable->getVObj().get() : NULL; } LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj) { if (vobj) { LLViewerRegion* region = vobj->getRegion(); if (region) { return region->getSpatialPartition(vobj->getPartitionType()); } } return NULL; } void LLPipeline::resetVertexBuffers(LLDrawable* drawable) { if (!drawable) { return; } for (S32 i = 0; i < drawable->getNumFaces(); i++) { LLFace* facep = drawable->getFace(i); if (facep) { facep->clearVertexBuffer(); } } } void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mSimplePool->pushRiggedBatches(type + 1, texture, batch_texture); } else { mSimplePool->pushBatches(type, texture, batch_texture); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mSimplePool->pushRiggedGLTFBatches(type + 1, texture); } else { mSimplePool->pushGLTFBatches(type, texture); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (!rigged) { LL::GLTFSceneManager::instance().renderOpaque(); } else { LL::GLTFSceneManager::instance().render(true, true); } } // Currently only used for shadows -Cosmic,2023-04-19 void LLPipeline::renderAlphaObjects(bool rigged) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; U32 target_width = LLRenderTarget::sCurResX; U32 type = LLRenderPass::PASS_ALPHA; // for gDeferredShadowAlphaMaskProgram const LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; bool skipLastSkin; // for gDeferredShadowGLTFAlphaBlendProgram const LLVOAvatar* lastAvatarGLTF = nullptr; U64 lastMeshIdGLTF = 0; bool skipLastSkinGLTF; 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 (rigged != (pparams->mAvatar != nullptr)) { // Pool contains both rigged and non-rigged DrawInfos. Only draw // the objects we're interested in in this pass. continue; } if (rigged) { if (pparams->mGLTFMaterial) { gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatarGLTF, lastMeshIdGLTF, skipLastSkinGLTF); } else { gDeferredShadowAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); if (mSimplePool->uploadMatrixPalette(pparams->mAvatar, pparams->mSkinInfo, lastAvatar, lastMeshId, skipLastSkin)) { mSimplePool->pushBatch(*pparams, true, true); } } } else { if (pparams->mGLTFMaterial) { gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); LLRenderPass::pushGLTFBatch(*pparams); } else { gDeferredShadowAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); mSimplePool->pushBatch(*pparams, true, true); } } } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } // Currently only used for shadows -Cosmic,2023-04-19 void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); } else { mAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } // Currently only used for shadows -Cosmic,2023-04-19 void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mFullbrightAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); } else { mFullbrightAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } void apply_cube_face_rotation(U32 face) { switch (face) { case 0: gGL.rotatef(90.f, 0, 1, 0); gGL.rotatef(180.f, 1, 0, 0); break; case 2: gGL.rotatef(-90.f, 1, 0, 0); break; case 4: gGL.rotatef(180.f, 0, 1, 0); gGL.rotatef(180.f, 0, 0, 1); break; case 1: gGL.rotatef(-90.f, 0, 1, 0); gGL.rotatef(180.f, 1, 0, 0); break; case 3: gGL.rotatef(90, 1, 0, 0); break; case 5: gGL.rotatef(180, 0, 0, 1); break; } } void validate_framebuffer_object() { GLenum status; status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE: //framebuffer OK, no error. break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: // frame buffer not OK: probably means unsupported depth buffer format LL_ERRS() << "Framebuffer Incomplete Missing Attachment." << LL_ENDL; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: // frame buffer not OK: probably means unsupported depth buffer format LL_ERRS() << "Framebuffer Incomplete Attachment." << LL_ENDL; break; case GL_FRAMEBUFFER_UNSUPPORTED: /* choose different formats */ LL_ERRS() << "Framebuffer unsupported." << LL_ENDL; break; default: LL_ERRS() << "Unknown framebuffer status." << LL_ENDL; break; } } void LLPipeline::bindScreenToTexture() { } static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) { dst->bindTarget(); gDeferredBufferVisualProgram.bind(); gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); static LLStaticHashedString mipLevel("mipLevel"); if (RenderBufferVisualization != 4) gDeferredBufferVisualProgram.uniform1f(mipLevel, 0); else gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); gDeferredBufferVisualProgram.unbind(); dst->flush(); } void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) { // luminance sample and mipmap generation { LL_PROFILE_GPU_ZONE("luminance sample"); dst->bindTarget(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); gLuminanceProgram.bind(); static LLCachedControl diffuse_luminance_scale(gSavedSettings, "RenderDiffuseLuminanceScale", 1.0f); S32 channel = 0; channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); if (channel > -1) { src->bindTexture(0, channel, LLTexUnit::TFO_POINT); } channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); if (channel > -1) { mGlow[1].bindTexture(0, channel); } channel = gLuminanceProgram.enableTexture(LLShaderMgr::NORMAL_MAP); if (channel > -1) { // bind the normal map to get the environment mask mRT->deferredScreen.bindTexture(2, channel, LLTexUnit::TFO_POINT); } static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale"); gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst->flush(); // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader gLuminanceProgram.unbind(); } } void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history) { // exposure sample { LL_PROFILE_GPU_ZONE("exposure sample"); if (use_history) { // copy last frame's exposure into mLastExposure mLastExposure.bindTarget(); gCopyProgram.bind(); gGL.getTexUnit(0)->bind(dst); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); mLastExposure.flush(); } dst->bindTarget(); LLGLDepthTest depth(GL_FALSE, GL_FALSE); LLGLSLShader* shader; if (use_history) { shader = &gExposureProgram; } else { shader = &gExposureProgramNoFade; } shader->bind(); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); if (channel > -1) { src->bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); } if (use_history) { channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); if (channel > -1) { mLastExposure.bindTexture(0, channel); } } static LLStaticHashedString dt("dt"); static LLStaticHashedString noiseVec("noiseVec"); static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); static LLCachedControl dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust); F32 exp_min = 1.f; F32 exp_max = 1.f; if (probe_ambiance > 0.f) { F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma()) * 2.f; if (hdr_scale > 1.f) { exp_min = 1.f / hdr_scale; exp_max = hdr_scale; } } shader->uniform1f(dt, gFrameIntervalSeconds); shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f); shader->uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); if (use_history) { gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); } shader->unbind(); dst->flush(); } } extern LLPointer gEXRImage; void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) { dst->bindTarget(); // gamma correct lighting { LL_PROFILE_GPU_ZONE("tonemap"); static LLCachedControl buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); LLGLDepthTest depth(GL_FALSE, GL_FALSE); // Apply gamma correction to the frame here. static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools->isAvailable()); LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram; shader.bind(); S32 channel = 0; shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); static LLCachedControl exposure(gSavedSettings, "RenderExposure", 1.f); F32 e = llclamp(exposure(), 0.5f, 4.f); static LLStaticHashedString s_exposure("exposure"); static LLStaticHashedString tonemap_mix("tonemap_mix"); static LLStaticHashedString tonemap_type("tonemap_type"); shader.uniform1f(s_exposure, e); static LLCachedControl tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); shader.uniform1i(tonemap_type, tonemap_type_setting); static LLCachedControl tonemap_mix_setting(gSavedSettings, "RenderTonemapMix", 1.f); shader.uniform1f(tonemap_mix, tonemap_mix_setting); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); gGL.getTexUnit(channel)->unbind(src->getUsage()); shader.unbind(); } dst->flush(); } void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { dst->bindTarget(); // gamma correct lighting { LL_PROFILE_GPU_ZONE("gamma correct"); LLGLDepthTest depth(GL_FALSE, GL_FALSE); static LLCachedControl buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLGLSLShader& shader = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : gDeferredPostGammaCorrectProgram; shader.bind(); shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); shader.unbind(); } dst->flush(); } void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) { if (RenderScreenSpaceReflections && !gCubeSnapshot) { LL_PROFILE_GPU_ZONE("ssr copy"); LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); LLRenderTarget& depth_src = mRT->deferredScreen; dst->bindTarget(); dst->clear(); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(diff_map)->bind(src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst->flush(); } } void LLPipeline::generateGlow(LLRenderTarget* src) { if (sRenderGlow) { LL_PROFILE_GPU_ZONE("glow"); mGlow[2].bindTarget(); mGlow[2].clear(); gGlowExtractProgram.bind(); F32 maxAlpha = RenderGlowMaxExtractAlpha; F32 warmthAmount = RenderGlowWarmthAmount; LLVector3 lumWeights = RenderGlowLumWeights; LLVector3 warmthWeights = RenderGlowWarmthWeights; gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); if (RenderGlowNoise) { S32 channel = gGlowExtractProgram.enableTexture(LLShaderMgr::GLOW_NOISE_MAP); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)mGlow[2].getWidth(), (GLfloat)mGlow[2].getHeight()); } { LLGLEnable blend_on(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); gGL.color4f(1, 1, 1, 1); gPipeline.enableLightsFullbright(); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); mGlow[2].flush(); } gGlowExtractProgram.unbind(); // power of two between 1 and 1024 U32 glowResPow = RenderGlowResolutionPow; const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); S32 kernel = RenderGlowIterations * 2; F32 delta = RenderGlowWidth / glow_res; // Use half the glow width if we have the res set to less than 9 so that it looks // almost the same in either case. if (glowResPow < 9) { delta *= 0.5f; } F32 strength = RenderGlowStrength; gGlowProgram.bind(); gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); for (S32 i = 0; i < kernel; i++) { mGlow[i % 2].bindTarget(); mGlow[i % 2].clear(); if (i == 0) { gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); } else { gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); } if (i % 2 == 0) { gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); } else { gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); mGlow[i % 2].flush(); } gGlowProgram.unbind(); } else // !sRenderGlow, skip the glow ping-pong and just clear the result target { mGlow[1].bindTarget(); mGlow[1].clear(); mGlow[1].flush(); } } void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) { static LLCachedControl cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) { gPipeline.copyRenderTarget(src, dst); return; } LLGLSLShader* sharpen_shader = &gCASProgram; // Bind setup: dst->bindTarget(); sharpen_shader->bind(); { static LLStaticHashedString cas_param_0("cas_param_0"); static LLStaticHashedString cas_param_1("cas_param_1"); static LLStaticHashedString out_screen_res("out_screen_res"); varAU4(const0); varAU4(const1); CasSetup(const0, const1, cas_sharpness(), // Sharpness tuning knob (0.0 to 1.0). (AF1)src->getWidth(), (AF1)src->getHeight(), // Input size. (AF1)dst->getWidth(), (AF1)dst->getHeight()); // Output size. sharpen_shader->uniform4uiv(cas_param_0, 1, const0); sharpen_shader->uniform4uiv(cas_param_1, 1, const1); sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight()); } sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); // Draw gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); sharpen_shader->unbind(); dst->flush(); } void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { { llassert(!gCubeSnapshot); bool multisample = RenderFSAAType == 1 && mFXAAMap.isComplete(); LLGLSLShader* shader = &gGlowCombineProgram; // Present everything. if (multisample) { LL_PROFILE_GPU_ZONE("aa"); S32 width = dst->getWidth(); S32 height = dst->getHeight(); // bake out texture2D with RGBL for FXAA shader mFXAAMap.bindTarget(); mFXAAMap.clear(GL_COLOR_BUFFER_BIT); shader = &gGlowCombineFXAAProgram; shader->bind(); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); if (channel > -1) { src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); shader->unbind(); mFXAAMap.flush(); dst->bindTarget(); static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); shader = &gFXAAProgram[fsaa_quality]; shader->bind(); channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage()); if (channel > -1) { mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); F32 scale_x = (F32)width / mFXAAMap.getWidth(); F32 scale_y = (F32)height / mFXAAMap.getHeight(); shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, 0.5f / width * scale_x, 0.5f / height * scale_y); shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, 2.f / width * scale_x, 2.f / height * scale_y); { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } shader->unbind(); dst->flush(); } else { copyRenderTarget(src, dst); } } } void LLPipeline::generateSMAABuffers(LLRenderTarget* src) { llassert(!gCubeSnapshot); bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); // Present everything. if (multisample) { LL_PROFILE_GPU_ZONE("aa"); static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); S32 width = src->getWidth(); S32 height = src->getHeight(); float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; LLGLDepthTest depth(GL_FALSE, GL_FALSE); static LLCachedControl use_sample(gSavedSettings, "RenderSMAAUseSample", false); //static LLCachedControl use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); { //LLGLState stencil(GL_STENCIL_TEST, use_stencil); // Bind setup: LLRenderTarget& dest = mFXAAMap; LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality]; dest.bindTarget(); dest.clear(GL_COLOR_BUFFER_BIT); edge_shader.bind(); edge_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); S32 channel = edge_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); if (channel > -1) { if (!use_sample) { src->bindTexture(0, channel, LLTexUnit::TFO_POINT); gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } else { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } } //if (use_stencil) //{ // glStencilFunc(GL_ALWAYS, 1, 0xFF); // glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // glStencilMask(0xFF); //} mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); edge_shader.unbind(); dest.flush(); gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); } { //LLGLState stencil(GL_STENCIL_TEST, use_stencil); // Bind setup: LLRenderTarget& dest = mSMAABlendBuffer; LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality]; dest.bindTarget(); dest.clear(GL_COLOR_BUFFER_BIT); blend_weights_shader.bind(); blend_weights_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); S32 edge_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_EDGE_TEX, mFXAAMap.getUsage()); if (edge_tex_channel > -1) { mFXAAMap.bindTexture(0, edge_tex_channel, LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(edge_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } S32 area_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_AREA_TEX, LLTexUnit::TT_TEXTURE); if (area_tex_channel > -1) { gGL.getTexUnit(area_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap); gGL.getTexUnit(area_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(area_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } S32 search_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_SEARCH_TEX, LLTexUnit::TT_TEXTURE); if (search_tex_channel > -1) { gGL.getTexUnit(search_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap); gGL.getTexUnit(search_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(search_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } //if (use_stencil) //{ // glStencilFunc(GL_EQUAL, 1, 0xFF); // glStencilMask(0x00); //} mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); //if (use_stencil) //{ // glStencilFunc(GL_ALWAYS, 0, 0xFF); //} blend_weights_shader.unbind(); dest.flush(); gGL.getTexUnit(edge_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(area_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); } } } void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) { llassert(!gCubeSnapshot); bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); // Present everything. if (multisample) { LL_PROFILE_GPU_ZONE("aa"); static LLCachedControl aa_quality(gSavedSettings, "RenderFSAASamples", 0U); U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); S32 width = src->getWidth(); S32 height = src->getHeight(); float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; LLGLDepthTest depth(GL_FALSE, GL_FALSE); static LLCachedControl use_sample(gSavedSettings, "RenderSMAAUseSample", false); //static LLCachedControl use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); { //LLGLDisable stencil(GL_STENCIL_TEST); // Bind setup: LLRenderTarget* bound_target = dst; LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; bound_target->bindTarget(); bound_target->clear(GL_COLOR_BUFFER_BIT); blend_shader.bind(); blend_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); S32 diffuse_channel = blend_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); if(diffuse_channel > -1) { src->bindTexture(0, diffuse_channel, LLTexUnit::TFO_BILINEAR); gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } S32 blend_channel = blend_shader.enableTexture(LLShaderMgr::SMAA_BLEND_TEX); if (blend_channel > -1) { mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR); } mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); bound_target->flush(); blend_shader.unbind(); gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); } } else { copyRenderTarget(src, dst); } } void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) { LL_PROFILE_GPU_ZONE("copyRenderTarget"); dst->bindTarget(); gDeferredPostNoDoFProgram.bind(); gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); { mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } gDeferredPostNoDoFProgram.unbind(); dst->flush(); } void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) { // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. dst->bindTarget(); { gGlowCombineProgram.bind(); gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } dst->flush(); } void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { { bool dof_enabled = (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && RenderDepthOfField && !gCubeSnapshot; gViewerWindow->setup3DViewport(); if (dof_enabled) { LL_PROFILE_GPU_ZONE("dof"); LLGLDisable blend(GL_BLEND); // depth of field focal plane calculations static F32 current_distance = 16.f; static F32 start_distance = 16.f; static F32 transition_time = 1.f; LLVector3 focus_point; LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); if (obj && obj->mDrawable && obj->isSelected()) { // focus on selected media object S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); if (obj && obj->mDrawable) { LLFace* face = obj->mDrawable->getFace(face_idx); if (face) { focus_point = face->getPositionAgent(); } } } if (focus_point.isExactlyZero()) { if (LLViewerJoystick::getInstance()->getOverrideCamera()) { // focus on point under cursor focus_point.set(gDebugRaycastIntersection.getF32ptr()); } else if (gAgentCamera.cameraMouselook()) { // focus on point under mouselook crosshairs LLVector4a result; result.clear(); gViewerWindow->cursorIntersect(-1, -1, 512.f, nullptr, -1, false, false, true, true, nullptr, nullptr, nullptr, &result); focus_point.set(result.getF32ptr()); } else { // focus on alt-zoom target LLViewerRegion* region = gAgent.getRegion(); if (region) { focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); } } } LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); F32 target_distance = 16.f; if (!focus_point.isExactlyZero()) { target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); } if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) { // large shift happened, interpolate smoothly to new target distance transition_time = 0.f; start_distance = current_distance; } else if (transition_time < 1.f) { // currently in a transition, continue interpolating transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); transition_time = llmin(transition_time, 1.f); F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; current_distance = start_distance + (target_distance - start_distance) * t; } else { // small or no change, just snap to target distance current_distance = target_distance; } // convert to mm F32 subject_distance = current_distance * 1000.f; F32 fnumber = CameraFNumber; F32 default_focal_length = CameraFocalLength; F32 fov = LLViewerCamera::getInstance()->getView(); const F32 default_fov = CameraFieldOfView * F_PI / 180.f; // F32 aspect_ratio = (F32) mRT->screen.getWidth()/(F32)mRT->screen.getHeight(); F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); F32 focal_length = dv / (2 * tanf(fov / 2.f)); // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) // where N = fnumber // s2 = dot distance // s1 = subject distance // f = focal length // F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); blur_constant /= 1000.f; // convert to meters for shader F32 magnification = focal_length / (subject_distance - focal_length); { // build diffuse+bloom+CoF mRT->deferredLight.bindTarget(); gDeferredCoFProgram.bind(); gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); gDeferredCoFProgram.unbind(); mRT->deferredLight.flush(); } U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); { // perform DoF sampling at half-res (preserve alpha channel) src->bindTarget(); glViewport(0, 0, dof_width, dof_height); gGL.setColorMask(true, false); gDeferredPostProgram.bind(); gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); gDeferredPostProgram.unbind(); src->flush(); gGL.setColorMask(true, true); } { // combine result based on alpha dst->bindTarget(); glViewport(0, 0, dst->getWidth(), dst->getHeight()); gDeferredDoFCombineProgram.bind(); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); gDeferredDoFCombineProgram.unbind(); dst->flush(); } } else { copyRenderTarget(src, dst); } } } void LLPipeline::renderFinalize() { llassert(!gCubeSnapshot); LLVertexBuffer::unbind(); LLGLState::checkStates(); assertInitialized(); LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); LL_PROFILE_GPU_ZONE("renderFinalize"); gGL.color4f(1, 1, 1, 1); LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); enableLightsFullbright(); gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); copyScreenSpaceReflections(&mRT->screen, &mSceneMap); generateLuminance(&mRT->screen, &mLuminanceMap); generateExposure(&mLuminanceMap, &mExposureMap); tonemap(&mRT->screen, &mPostMap); applyCAS(&mPostMap, &mRT->screen); generateSMAABuffers(&mRT->screen); gammaCorrect(&mRT->screen, &mPostMap); LLVertexBuffer::unbind(); applySMAA(&mPostMap, &mRT->screen); generateGlow(&mRT->screen); combineGlow(&mRT->screen, &mPostMap); gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); renderDoF(&mPostMap, &mRT->screen); LLRenderTarget* finalBuffer = &mRT->screen; if (RenderFSAAType == 1) { applyFXAA(&mRT->screen, &mPostMap); finalBuffer = &mPostMap; } if (RenderBufferVisualization > -1) { switch (RenderBufferVisualization) { case 0: case 1: case 2: case 3: visualizeBuffers(&mRT->deferredScreen, finalBuffer, RenderBufferVisualization); break; case 4: visualizeBuffers(&mLuminanceMap, finalBuffer, 0); break; case 5: { if (RenderFSAAType > 0) { visualizeBuffers(&mFXAAMap, finalBuffer, 0); } break; } case 6: { if (RenderFSAAType == 2) { visualizeBuffers(&mSMAABlendBuffer, finalBuffer, 0); } break; } default: break; } } // Present the screen target. gDeferredPostNoDoFNoiseProgram.bind(); // Add noise as part of final render to screen pass to avoid damaging other post effects // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)finalBuffer->getWidth(), (GLfloat)finalBuffer->getHeight()); { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } gDeferredPostNoDoFNoiseProgram.unbind(); gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { renderPhysicsDisplay(); } /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) { // copy depth buffer from mRT->screen to framebuffer LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); }*/ LLVertexBuffer::unbind(); LLGLState::checkStates(); // flush calls made to "addTrianglesDrawn" so far to stats machinery recordTrianglesDrawn(); } void LLPipeline::bindLightFunc(LLGLSLShader& shader) { S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE); if (channel > -1) { mPbrBrdfLut.bindTexture(0, channel); } } void LLPipeline::bindShadowMaps(LLGLSLShader& shader) { for (U32 i = 0; i < 4; i++) { LLRenderTarget* shadow_target = getSunShadowTarget(i); if (shadow_target) { S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE); if (channel > -1) { gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true); } } } for (U32 i = 4; i < 6; i++) { S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); if (channel > -1) { LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4); if (shadow_target) { gGL.getTexUnit(channel)->bind(shadow_target, true); } } } } void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader) { if (shader.mCanBindFast) { // was previously fully bound, use fast path shader.bind(); bindLightFunc(shader); bindShadowMaps(shader); bindReflectionProbes(shader); } else { //wasn't previously bound, use slow path bindDeferredShader(shader); shader.mCanBindFast = true; } } void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target, LLRenderTarget* depth_target) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LLRenderTarget* deferred_target = &mRT->deferredScreen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; shader.bind(); S32 channel = 0; channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1] gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3] gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); if (channel > -1) { if (depth_target) { gGL.getTexUnit(channel)->bind(depth_target, true); } else { gGL.getTexUnit(channel)->bind(deferred_target, true); } stop_glerror(); } channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mExposureMap); } if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) { shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], (F32) gGLViewport[1], (F32) gGLViewport[2], (F32) gGLViewport[3]); } if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) { shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView)); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } bindLightFunc(shader); stop_glerror(); light_target = light_target ? light_target : deferred_light_target; channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); if (channel > -1) { if (light_target->isComplete()) { light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); } else { gGL.getTexUnit(channel)->bindFast(LLViewerFetchedTexture::sWhiteImagep); } } stop_glerror(); bindShadowMaps(shader); stop_glerror(); F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { mat[i] = glm::value_ptr(mSunShadowMatrix[0])[i]; mat[i+16] = glm::value_ptr(mSunShadowMatrix[1])[i]; mat[i+32] = glm::value_ptr(mSunShadowMatrix[2])[i]; mat[i+48] = glm::value_ptr(mSunShadowMatrix[3])[i]; mat[i+64] = glm::value_ptr(mSunShadowMatrix[4])[i]; mat[i+80] = glm::value_ptr(mSunShadowMatrix[5])[i]; } shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); stop_glerror(); if (!LLPipeline::sReflectionProbesEnabled) { channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if (cube_map) { cube_map->enable(channel); cube_map->bind(); } F32* m = gGLModelView; F32 mat[] = { m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10] }; shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } } bindReflectionProbes(shader); if (gAtmosphere) { // bind precomputed textures necessary for calculating sun and sky luminance channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE); if (channel > -1) { shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); } channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); if (channel > -1) { shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); } channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); if (channel > -1) { shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); } channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE); if (channel > -1) { shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); } } /*if (gCubeSnapshot) { // we only really care about the first two values, but the shader needs increasing separation between clip planes shader.uniform4f(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1.f, 64.f, 128.f, 256.f); } else*/ { shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); } shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale); F32 ssao_factor = RenderSSAOFactor; shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f/ssao_factor); LLVector3 ssao_effect = RenderSSAOEffect; F32 matrix_diag = (ssao_effect[0] + 2.0f*ssao_effect[1])/3.0f; F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0f; // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by // value factor, and scales remainder by saturation factor F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag}; shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f; F32 shadow_bias = RenderShadowBias + shadow_bias_error; shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_target->getWidth(), (GLfloat)deferred_target->getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error); shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias); shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset); shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias); shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV); shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, (GLfloat)mRT->shadow[0].getWidth(), (GLfloat)mRT->shadow[0].getHeight()); shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, (GLfloat)mSpotShadow[0].getWidth(), (GLfloat)mSpotShadow[0].getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView)); shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView)); shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { glm::mat4 norm_mat = glm::transpose(glm::inverse(get_current_modelview())); shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, glm::value_ptr(norm_mat)); } // auto adjust legacy sun color if needed static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); static LLCachedControl auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLColor3 sun_diffuse(mSunDiffuse.mV); if (should_auto_adjust && psky->canAutoAdjust()) { sun_diffuse *= auto_adjust_sun_color_scale; } shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sun_diffuse.mV); shader.uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV); shader.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mReflectionMapManager.mMaxProbeLOD); } LLColor3 pow3f(LLColor3 v, F32 f) { v.mV[0] = powf(v.mV[0], f); v.mV[1] = powf(v.mV[1], f); v.mV[2] = powf(v.mV[2], f); return v; } LLVector4 pow4fsrgb(LLVector4 v, F32 f) { v.mV[0] = powf(v.mV[0], f); v.mV[1] = powf(v.mV[1], f); v.mV[2] = powf(v.mV[2], f); return v; } void LLPipeline::renderDeferredLighting() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("renderDeferredLighting"); if (!sCull) { return; } llassert(!sRenderingHUDs); F32 light_scale = 1.f; if (gCubeSnapshot) { //darken local lights when probe ambiance is above 1 light_scale = mReflectionMapManager.mLightScale; } LLRenderTarget *screen_target = &mRT->screen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); LLViewerCamera *camera = LLViewerCamera::getInstance(); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); } gGL.setColorMask(true, true); // draw a cube around every light LLVertexBuffer::unbind(); LLGLEnable cull(GL_CULL_FACE); LLGLEnable blend(GL_BLEND); glm::mat4 mat = get_current_modelview(); setupHWLights(); // to set mSun/MoonDir; glm::vec4 tc(glm::make_vec4(mSunDir.mV)); tc = mat * tc; mTransformedSunDir.set(glm::value_ptr(tc)); glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); tc_moon = mat * tc_moon; mTransformedMoonDir.set(glm::value_ptr(tc_moon)); if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { LL_PROFILE_GPU_ZONE("sun program"); deferred_light_target->bindTarget(); { // paint shadow/SSAO light map (direct lighting lightmap) LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); LLGLSLShader& sun_shader = gCubeSnapshot ? gDeferredSunProbeProgram : gDeferredSunProgram; bindDeferredShader(sun_shader, deferred_light_target); mScreenTriangleVB->setBuffer(); glClearColor(1, 1, 1, 1); deferred_light_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_light_target->getWidth(), (GLfloat)deferred_light_target->getHeight()); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } unbindDeferredShader(sun_shader); } deferred_light_target->flush(); } if (RenderDeferredSSAO && !gCubeSnapshot) { // soften direct lighting lightmap LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); LL_PROFILE_GPU_ZONE("soften shadow"); // blur lightmap screen_target->bindTarget(); glClearColor(1, 1, 1, 1); screen_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); bindDeferredShader(gDeferredBlurLightProgram); LLVector3 go = RenderShadowGaussian; const U32 kern_length = 4; F32 blur_size = RenderShadowBlurSize; F32 dist_factor = RenderShadowBlurDistFactor; // sample symmetrically with the middle sample falling exactly on 0.0 F32 x = 0.f; LLVector3 gauss[32]; // xweight, yweight, offset for (U32 i = 0; i < kern_length; i++) { gauss[i].mV[0] = llgaussian(x, go.mV[0]); gauss[i].mV[1] = llgaussian(x, go.mV[1]); gauss[i].mV[2] = x; x += 1.f; } gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f)); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } screen_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, screen_target); deferred_light_target->bindTarget(); gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } screen_target->bindTarget(); // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky glClearColor(0, 0, 0, 0); screen_target->clear(GL_COLOR_BUFFER_BIT); if (RenderDeferredAtmospheric) { // apply sunlight contribution LLGLSLShader &soften_shader = gDeferredSoftenProgram; LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics"); LL_PROFILE_GPU_ZONE("atmospherics"); bindDeferredShader(soften_shader); static LLCachedControl ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f); static LLCachedControl ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f); static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale"); static LLStaticHashedString ssao_max_str("ssao_irradiance_max"); soften_shader.uniform1f(ssao_scale_str, ssao_scale); soften_shader.uniform1f(ssao_max_str, ssao_max); LLEnvironment &environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); // full screen blit mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } unbindDeferredShader(gDeferredSoftenProgram); } static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); if (local_light_count > 0) { gGL.setSceneBlendType(LLRender::BT_ADD); std::list fullscreen_lights; LLDrawable::drawable_list_t spot_lights; LLDrawable::drawable_list_t fullscreen_spot_lights; if (!gCubeSnapshot) { for (U32 i = 0; i < 2; i++) { mTargetShadowSpotLight[i] = NULL; } } std::list light_colors; LLVertexBuffer::unbind(); { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - local lights"); LL_PROFILE_GPU_ZONE("local lights"); bindDeferredShader(gDeferredLightProgram); if (mCubeVB.isNull()) { mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); } mCubeVB->setBuffer(); LLGLDepthTest depth(GL_TRUE, GL_FALSE); // mNearbyLights already includes distance calculation and excludes muted avatars. // It is calculated from mLights // mNearbyLights also provides fade value to gracefully fade-out out of range lights S32 count = 0; for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) { count++; if (count > local_light_count) { //stop collecting lights once we hit the limit break; } LLDrawable * drawablep = iter->drawable; LLVOVolume * volume = drawablep->getVOVolume(); if (!volume) { continue; } if (volume->isAttachment()) { if (!sRenderAttachedLights) { continue; } } LLVector4a center; center.load3(drawablep->getPositionAgent().mV); const F32 *c = center.getF32ptr(); F32 s = volume->getLightRadius() * 1.5f; // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; if (col.magVecSquared() < 0.001f) { continue; } if (s <= 0.001f) { continue; } LLVector4a sa; sa.splat(s); if (camera->AABBInFrustumNoFarClip(center, sa) == 0) { continue; } sVisibleLightCount++; if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f || camera->getOrigin().mV[1] > c[1] + s + 0.2f || camera->getOrigin().mV[1] < c[1] - s - 0.2f || camera->getOrigin().mV[2] > c[2] + s + 0.2f || camera->getOrigin().mV[2] < c[2] - s - 0.2f) { // draw box if camera is outside box if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); spot_lights.push_back(drawablep); continue; } gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); } else { if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); fullscreen_spot_lights.push_back(drawablep); continue; } glm::vec3 tc(glm::make_vec3(c)); tc = mul_mat4_vec3(mat, tc); fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); } } // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), // prev site of appended deferred character light, removed by SL-13522 09/20 unbindDeferredShader(gDeferredLightProgram); } if (!spot_lights.empty()) { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - projectors"); LL_PROFILE_GPU_ZONE("projectors"); LLGLDepthTest depth(GL_TRUE, GL_FALSE); bindDeferredShader(gDeferredSpotLightProgram); mCubeVB->setBuffer(); gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) { LLDrawable *drawablep = *iter; LLVOVolume *volume = drawablep->getVOVolume(); LLVector4a center; center.load3(drawablep->getPositionAgent().mV); const F32* c = center.getF32ptr(); F32 s = volume->getLightRadius() * 1.5f; sVisibleLightCount++; setupSpotLight(gDeferredSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); } gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredSpotLightProgram); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights"); LLGLDepthTest depth(GL_FALSE); LL_PROFILE_GPU_ZONE("fullscreen lights"); U32 count = 0; const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; LLVector4 light[max_count]; LLVector4 col[max_count]; F32 far_z = 0.f; while (!fullscreen_lights.empty()) { light[count] = fullscreen_lights.front(); fullscreen_lights.pop_front(); col[count] = light_colors.front(); light_colors.pop_front(); far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z); count++; if (count == max_count || fullscreen_lights.empty()) { U32 idx = count - 1; bindDeferredShader(gDeferredMultiLightProgram[idx]); gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light); gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col); gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; count = 0; mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } bindDeferredShader(gDeferredMultiSpotLightProgram); gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); mScreenTriangleVB->setBuffer(); for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) { LLDrawable* drawablep = *iter; LLVOVolume* volume = drawablep->getVOVolume(); LLVector3 center = drawablep->getPositionAgent(); F32* c = center.mV; F32 light_size_final = volume->getLightRadius() * 1.5f; F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); sVisibleLightCount++; glm::vec3 tc(glm::make_vec3(c)); tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, glm::value_ptr(tc)); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); } } gGL.setColorMask(true, true); } { // render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, LLPipeline::RENDER_TYPE_FULLBRIGHT, LLPipeline::RENDER_TYPE_VOLUME, LLPipeline::RENDER_TYPE_GLOW, LLPipeline::RENDER_TYPE_BUMP, LLPipeline::RENDER_TYPE_GLTF_PBR, LLPipeline::RENDER_TYPE_PASS_SIMPLE, LLPipeline::RENDER_TYPE_PASS_ALPHA, LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_BUMP, LLPipeline::RENDER_TYPE_PASS_POST_BUMP, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, LLPipeline::RENDER_TYPE_PASS_GLOW, LLPipeline::RENDER_TYPE_PASS_GLTF_GLOW, LLPipeline::RENDER_TYPE_PASS_GRASS, LLPipeline::RENDER_TYPE_PASS_SHINY, LLPipeline::RENDER_TYPE_PASS_INVISIBLE, LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_ALPHA_MASK, LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, END_RENDER_TYPES); renderGeomPostDeferred(*LLViewerCamera::getInstance()); popRenderTypeMask(); } screen_target->flush(); if (!gCubeSnapshot) { // this is the end of the 3D scene render, grab a copy of the modelview and projection // matrix for use in off-by-one-frame effects in the next frame for (U32 i = 0; i < 16; i++) { gGLLastModelView[i] = gGLModelView[i]; gGLLastProjection[i] = gGLProjection[i]; } } gGL.setColorMask(true, true); } void LLPipeline::doAtmospherics() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (sImpostorRender) { // do not attempt atmospherics on impostors return; } if (RenderDeferredAtmospheric) { { // copy depth buffer for use in haze shader (use water displacement map as temp storage) LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); LLRenderTarget& src = gPipeline.mRT->screen; LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); dst.bindTarget(); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(diff_map)->bind(&src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst.flush(); mRT->screen.bindTarget(); } LLGLEnable blend(GL_BLEND); gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); gGL.setColorMask(true, true); // apply haze LLGLSLShader& haze_shader = gHazeProgram; LL_PROFILE_GPU_ZONE("haze"); bindDeferredShader(haze_shader, nullptr, &mWaterDis); LLEnvironment& environment = LLEnvironment::instance(); haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); LLGLDepthTest depth(GL_FALSE); // full screen blit mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(haze_shader); gGL.setSceneBlendType(LLRender::BT_ALPHA); } } void LLPipeline::doWaterHaze() { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (sImpostorRender) { // do not attempt water haze on impostors return; } if (RenderDeferredAtmospheric) { // copy depth buffer for use in haze shader (use water displacement map as temp storage) { LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); LLRenderTarget& src = gPipeline.mRT->screen; LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; LLRenderTarget& dst = gPipeline.mWaterDis; mRT->screen.flush(); dst.bindTarget(); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(diff_map)->bind(&src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); gGL.setColorMask(false, false); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst.flush(); mRT->screen.bindTarget(); } LLGLEnable blend(GL_BLEND); gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); gGL.setColorMask(true, true); // apply haze LLGLSLShader& haze_shader = gHazeWaterProgram; LL_PROFILE_GPU_ZONE("haze"); bindDeferredShader(haze_shader, nullptr, &mWaterDis); haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); static LLStaticHashedString above_water_str("above_water"); haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1); if (LLPipeline::sUnderWaterRender) { LLGLDepthTest depth(GL_FALSE); // full screen blit mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } else { //render water patches like LLDrawPoolWater does LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); if (mWaterPool) { mWaterPool->pushFaceGeometry(); } } unbindDeferredShader(haze_shader); gGL.setSceneBlendType(LLRender::BT_ALPHA); } } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { //construct frustum LLVOVolume* volume = drawablep->getVOVolume(); LLVector3 params = volume->getSpotLightParams(); F32 fov = params.mV[0]; F32 focus = params.mV[1]; LLVector3 pos = drawablep->getPositionAgent(); LLQuaternion quat = volume->getRenderRotation(); LLVector3 scale = volume->getScale(); //get near clip plane LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); at_axis *= quat; LLVector3 np = pos+at_axis; at_axis.normVec(); //get origin that has given fov for plane np, at_axis, and given scale F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); LLVector3 origin = np - at_axis*dist; //matrix from volume space to agent space LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); glm::mat4 light_to_agent(glm::make_mat4((F32*) light_mat.mMatrix)); glm::mat4 light_to_screen = get_current_modelview() * light_to_agent; glm::mat4 screen_to_light = glm::inverse(light_to_screen); F32 s = volume->getLightRadius()*1.5f; F32 near_clip = dist; F32 width = scale.mV[VX]; F32 height = scale.mV[VY]; F32 far_clip = s+dist-scale.mV[VZ]; F32 fovy = fov; // radians F32 aspect = width/height; glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f); glm::vec3 p1(0, 0, -(near_clip+0.01f)); glm::vec3 p2(0, 0, -(near_clip+1.f)); glm::vec3 screen_origin(0, 0, 0); p1 = mul_mat4_vec3(light_to_screen, p1); p2 = mul_mat4_vec3(light_to_screen, p2); screen_origin = mul_mat4_vec3(light_to_screen, screen_origin); glm::vec3 n = p2-p1; n = glm::normalize(n); F32 proj_range = far_clip - near_clip; glm::mat4 light_proj = glm::perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, glm::value_ptr(screen_to_light)); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, glm::value_ptr(p1)); shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, glm::value_ptr(n)); shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, glm::value_ptr(screen_origin)); shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; for (U32 i = 0; i < 2; i++) { if (mShadowSpotLight[i] == drawablep) { s_idx = i; } } shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx); if (s_idx >= 0) { shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]); } else { shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f); } // make sure we're not already targeting the same spot light with both shadow maps llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); if (!gCubeSnapshot) { LLDrawable* potential = drawablep; //determine if this light is higher priority than one of the existing spot shadows F32 m_pri = volume->getSpotLightPriority(); for (U32 i = 0; i < 2; i++) { F32 pri = 0.f; if (mTargetShadowSpotLight[i].notNull()) { pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority(); } if (m_pri > pri) { LLDrawable* temp = mTargetShadowSpotLight[i]; mTargetShadowSpotLight[i] = potential; potential = temp; m_pri = pri; } } } // make sure we didn't end up targeting the same spot light with both shadow maps llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); LLViewerTexture* img = volume->getLightTexture(); if (img == NULL) { img = LLViewerFetchedTexture::sWhiteImagep; } S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); if (channel > -1) { if (img) { gGL.getTexUnit(channel)->bind(img); F32 lod_range = logf((F32)img->getWidth())/logf(2.f); shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); } } } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { LLRenderTarget* deferred_target = &mRT->deferredScreen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; stop_glerror(); shader.disableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); for (U32 i = 0; i < 4; i++) { if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); } } for (U32 i = 4; i < 6; i++) { if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); } } shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (!LLPipeline::sReflectionProbesEnabled) { S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; if (cube_map) { cube_map->disable(); } } } unbindReflectionProbes(shader); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); } void LLPipeline::setEnvMat(LLGLSLShader& shader) { F32* m = gGLModelView; F32 mat[] = { m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10] }; shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) { if (!sReflectionProbesEnabled) { return; } S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); bool bound = false; if (channel > -1 && mReflectionMapManager.mTexture.notNull()) { mReflectionMapManager.mTexture->bind(channel); bound = true; } channel = shader.enableTexture(LLShaderMgr::IRRADIANCE_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); if (channel > -1 && mReflectionMapManager.mIrradianceMaps.notNull()) { mReflectionMapManager.mIrradianceMaps->bind(channel); bound = true; } if (RenderMirrors) { channel = shader.enableTexture(LLShaderMgr::HERO_PROBE, LLTexUnit::TT_CUBE_MAP_ARRAY); if (channel > -1 && mHeroProbeManager.mTexture.notNull()) { mHeroProbeManager.mTexture->bind(channel); bound = true; } } if (bound) { mReflectionMapManager.setUniforms(); setEnvMat(shader); } // reflection probe shaders generally sample the scene map as well for SSR channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mSceneMap); } shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); mPoissonOffset++; if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) mPoissonOffset = 0; shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mSceneMap, true); } } void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) { S32 channel = shader.disableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP); if (channel > -1 && mReflectionMapManager.mTexture.notNull()) { mReflectionMapManager.mTexture->unbind(); if (channel == 0) { gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); } } } inline float sgn(float a) { if (a > 0.0F) return (1.0F); if (a < 0.0F) return (-1.0F); return (0.0F); } glm::mat4 look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) { LLVector3 dirN; LLVector3 upN; LLVector3 lftN; lftN = dir % up; lftN.normVec(); upN = lftN % dir; upN.normVec(); dirN = dir; dirN.normVec(); F32 ret[16]; ret[ 0] = lftN[0]; ret[ 1] = upN[0]; ret[ 2] = -dirN[0]; ret[ 3] = 0.f; ret[ 4] = lftN[1]; ret[ 5] = upN[1]; ret[ 6] = -dirN[1]; ret[ 7] = 0.f; ret[ 8] = lftN[2]; ret[ 9] = upN[2]; ret[10] = -dirN[2]; ret[11] = 0.f; ret[12] = -(lftN*pos); ret[13] = -(upN*pos); ret[14] = dirN*pos; ret[15] = 1.f; return glm::make_mat4(ret); } static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); LLPipeline::sShadowRender = true; // disable occlusion culling during shadow render U32 saved_occlusion = sUseOcclusion; sUseOcclusion = 0; // List of render pass types that use the prim volume as the shadow, // ignoring textures. static const U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP, LLRenderPass::PASS_FULLBRIGHT_SHINY, LLRenderPass::PASS_MATERIAL, LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, LLRenderPass::PASS_SPECMAP, LLRenderPass::PASS_SPECMAP_EMISSIVE, LLRenderPass::PASS_NORMMAP, LLRenderPass::PASS_NORMMAP_EMISSIVE, LLRenderPass::PASS_NORMSPEC, LLRenderPass::PASS_NORMSPEC_EMISSIVE }; LLGLEnable cull(GL_CULL_FACE); //enable depth clamping if available LLGLEnable clamp_depth(depth_clamp ? GL_DEPTH_CLAMP : 0); LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS); updateCull(shadow_cam, result); stateSort(shadow_cam, result); //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadMatrix(glm::value_ptr(proj)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.loadMatrix(glm::value_ptr(view)); stop_glerror(); gGLLastMatrix = NULL; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); stop_glerror(); struct CompareVertexBuffer { bool operator()(const LLDrawInfo* const& lhs, const LLDrawInfo* const& rhs) { return lhs->mVertexBuffer > rhs->mVertexBuffer; } }; LLVertexBuffer::unbind(); for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged { bool rigged = j == 1; gDeferredShadowProgram.bind(rigged); gGL.diffuseColor4f(1, 1, 1, 1); S32 shadow_detail = RenderShadowDetail; // if not using VSM, disable color writes if (shadow_detail <= 2) { gGL.setColorMask(false, false); } LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); LL_PROFILE_GPU_ZONE("shadow simple"); gGL.getTexUnit(0)->disable(); for (U32 type : types) { renderObjects(type, false, false, rigged); } renderGLTFObjects(LLRenderPass::PASS_GLTF_PBR, false, rigged); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); } if (LLPipeline::sUseOcclusion > 1) { // do occlusion culling against non-masked only to take advantage of hierarchical Z doOcclusion(shadow_cam); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); renderGeomShadow(shadow_cam); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); LL_PROFILE_GPU_ZONE("shadow alpha"); const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; U32 target_width = LLRenderTarget::sCurResX; for (int i = 0; i < 2; ++i) { bool rigged = i == 1; { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); LL_PROFILE_GPU_ZONE("shadow alpha masked"); gDeferredShadowAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); LL_PROFILE_GPU_ZONE("shadow alpha blend"); renderAlphaObjects(rigged); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); LL_PROFILE_GPU_ZONE("shadow alpha masked"); gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); LL_PROFILE_GPU_ZONE("shadow alpha grass"); gDeferredTreeShadowProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); if (i == 0) { renderObjects(LLRenderPass::PASS_GRASS, true); } { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); LL_PROFILE_GPU_ZONE("shadow alpha material"); renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); } } } for (int i = 0; i < 2; ++i) { bool rigged = i == 1; gDeferredShadowGLTFAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; U32 type = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK; if (rigged) { mAlphaMaskPool->pushRiggedGLTFBatches(type + 1); } else { mAlphaMaskPool->pushGLTFBatches(type); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } } gDeferredShadowCubeProgram.bind(); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); gGL.setColorMask(true, true); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); gGLLastMatrix = NULL; // reset occlusion culling flag sUseOcclusion = saved_occlusion; LLPipeline::sShadowRender = false; } bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector& fp, LLVector3 light_dir) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //get point cloud of intersection of frust and min, max if (getVisibleExtents(camera, min, max)) { return false; } //get set of planes on bounding box LLPlane bp[] = { LLPlane(min, LLVector3(-1,0,0)), LLPlane(min, LLVector3(0,-1,0)), LLPlane(min, LLVector3(0,0,-1)), LLPlane(max, LLVector3(1,0,0)), LLPlane(max, LLVector3(0,1,0)), LLPlane(max, LLVector3(0,0,1))}; //potential points std::vector pp; //add corners of AABB pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2])); pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2])); pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2])); pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2])); pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2])); pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2])); pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2])); pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2])); //add corners of camera frustum for (U32 i = 0; i < LLCamera::AGENT_FRUSTRUM_NUM; i++) { pp.push_back(camera.mAgentFrustum[i]); } //bounding box line segments U32 bs[] = { 0,1, 1,3, 3,2, 2,0, 4,5, 5,7, 7,6, 6,4, 0,4, 1,5, 3,7, 2,6 }; for (U32 i = 0; i < 12; i++) { //for each line segment in bounding box for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; j++) { //for each plane in camera frustum const LLPlane& cp = camera.getAgentPlane(j); const LLVector3& v1 = pp[bs[i*2+0]]; const LLVector3& v2 = pp[bs[i*2+1]]; LLVector3 n; cp.getVector3(n); LLVector3 line = v1-v2; F32 d1 = line*n; F32 d2 = -cp.dist(v2); F32 t = d2/d1; if (t > 0.f && t < 1.f) { LLVector3 intersect = v2+line*t; pp.push_back(intersect); } } } //camera frustum line segments const U32 fs[] = { 0,1, 1,2, 2,3, 3,0, 4,5, 5,6, 6,7, 7,4, 0,4, 1,5, 2,6, 3,7 }; for (U32 i = 0; i < 12; i++) { for (U32 j = 0; j < 6; ++j) { const LLVector3& v1 = pp[fs[i*2+0]+8]; const LLVector3& v2 = pp[fs[i*2+1]+8]; const LLPlane& cp = bp[j]; LLVector3 n; cp.getVector3(n); LLVector3 line = v1-v2; F32 d1 = line*n; F32 d2 = -cp.dist(v2); F32 t = d2/d1; if (t > 0.f && t < 1.f) { LLVector3 intersect = v2+line*t; pp.push_back(intersect); } } } LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f), max+LLVector3(0.05f,0.05f,0.05f) }; for (U32 i = 0; i < pp.size(); ++i) { bool found = true; const F32* p = pp[i].mV; for (U32 j = 0; j < 3; ++j) { if (p[j] < ext[0].mV[j] || p[j] > ext[1].mV[j]) { found = false; break; } } for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j) { const LLPlane& cp = camera.getAgentPlane(j); F32 dist = cp.dist(pp[i]); if (dist > 0.05f) //point is above some plane, not contained { found = false; break; } } if (found) { fp.push_back(pp[i]); } } if (fp.empty()) { return false; } return true; } void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade) { if (obj && obj->getVolume()) { for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter) { renderHighlight(*iter, fade); } LLDrawable* drawable = obj->mDrawable; if (drawable) { for (S32 i = 0; i < drawable->getNumFaces(); ++i) { LLFace* face = drawable->getFace(i); if (face) { face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade)); } } } } } LLRenderTarget* LLPipeline::getSunShadowTarget(U32 i) { llassert(i < 4); return &mRT->shadow[i]; } LLRenderTarget* LLPipeline::getSpotShadowTarget(U32 i) { llassert(i < 2); return &mSpotShadow[i]; } static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render"); // helper class for disabling occlusion culling for the current stack frame class LLDisableOcclusionCulling { public: S32 mUseOcclusion; LLDisableOcclusionCulling() { mUseOcclusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = 0; } ~LLDisableOcclusionCulling() { LLPipeline::sUseOcclusion = mUseOcclusion; } }; void LLPipeline::generateSunShadow(LLCamera& camera) { if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); LL_PROFILE_GPU_ZONE("generateSunShadow"); LLDisableOcclusionCulling no_occlusion; bool skip_avatar_update = false; if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { skip_avatar_update = true; } if (!skip_avatar_update) { gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); } glm::mat4 last_modelview = get_last_modelview(); glm::mat4 last_projection = get_last_projection(); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, LLPipeline::RENDER_TYPE_ALPHA, LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, LLPipeline::RENDER_TYPE_GRASS, LLPipeline::RENDER_TYPE_GLTF_PBR, LLPipeline::RENDER_TYPE_FULLBRIGHT, LLPipeline::RENDER_TYPE_BUMP, LLPipeline::RENDER_TYPE_VOLUME, LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_TREE, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_PASS_ALPHA, LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_GRASS, LLPipeline::RENDER_TYPE_PASS_SIMPLE, LLPipeline::RENDER_TYPE_PASS_BUMP, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, LLPipeline::RENDER_TYPE_PASS_SHINY, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, LLPipeline::RENDER_TYPE_PASS_MATERIAL, LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA, LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE, LLPipeline::RENDER_TYPE_PASS_SPECMAP, LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND, LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK, LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE, LLPipeline::RENDER_TYPE_PASS_NORMMAP, LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND, LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK, LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE, LLPipeline::RENDER_TYPE_PASS_NORMSPEC, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE, LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK_RIGGED, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, LLPipeline::RENDER_TYPE_PASS_SIMPLE_RIGGED, LLPipeline::RENDER_TYPE_PASS_BUMP_RIGGED, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_RIGGED, LLPipeline::RENDER_TYPE_PASS_SHINY_RIGGED, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED, LLPipeline::RENDER_TYPE_PASS_MATERIAL_RIGGED, LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED, LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED, LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, LLPipeline::RENDER_TYPE_PASS_SPECMAP_RIGGED, LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED, LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED, LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMMAP_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED, LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED, LLPipeline::RENDER_TYPE_PASS_GLTF_PBR, LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_RIGGED, LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED, END_RENDER_TYPES); gGL.setColorMask(false, false); LLEnvironment& environment = LLEnvironment::instance(); //get sun view matrix //store current projection/modelview matrix glm::mat4 saved_proj = get_current_projection(); glm::mat4 saved_view = get_current_modelview(); glm::mat4 inv_view = glm::inverse(saved_view); glm::mat4 view[6]; glm::mat4 proj[6]; LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); //put together a universal "near clip" plane for shadow frusta LLPlane shadow_near_clip; { LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); p += caster_dir * RenderFarClip*2.f; shadow_near_clip.setVec(p, caster_dir); } LLVector3 lightDir = -caster_dir; lightDir.normVec(); glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); //create light space camera matrix LLVector3 at = lightDir; LLVector3 up = camera.getAtAxis(); if (fabsf(up*lightDir) > 0.75f) { up = camera.getUpAxis(); } up.normVec(); at.normVec(); LLCamera main_camera = camera; F32 near_clip = 0.f; { //get visible point cloud std::vector fp; main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum); LLVector3 min,max; getVisiblePointCloud(main_camera,min,max,fp); if (fp.empty()) { if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowCamera[0] = main_camera; mShadowExtents[0][0] = min; mShadowExtents[0][1] = max; mShadowFrustPoints[0].clear(); mShadowFrustPoints[1].clear(); mShadowFrustPoints[2].clear(); mShadowFrustPoints[3].clear(); } popRenderTypeMask(); if (!skip_avatar_update) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } return; } //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { glm::vec3 v(glm::make_vec3(fp[i].mV)); v = mul_mat4_vec3(saved_view, v); fp[i].setVec(glm::value_ptr(v)); } min = fp[0]; max = fp[0]; //get camera space bounding box for (U32 i = 1; i < fp.size(); ++i) { update_min_max(min, max, fp[i]); } near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); //far_clip = llmin(far_clip, 128.f); far_clip = llmin(far_clip, camera.getFar()); F32 range = far_clip-near_clip; LLVector3 split_exp = RenderShadowSplitExponent; F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); da = powf(da, split_exp.mV[2]); F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; for (U32 i = 0; i < 4; ++i) { F32 x = (F32)(i+1)/4.f; x = powf(x, sxp); mSunClipPlanes.mV[i] = near_clip+range*x; } mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding } if (gCubeSnapshot) { // stretch clip planes for reflection probe renders to reduce number of shadow passes mSunClipPlanes.mV[1] = mSunClipPlanes.mV[2]; mSunClipPlanes.mV[2] = mSunClipPlanes.mV[3]; mSunClipPlanes.mV[3] *= 1.5f; } // convenience array of 4 near clip plane distances F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; if (mSunDiffuse == LLColor4::black) { //sun diffuse is totally black shadows don't matter skipRenderingShadows(); } else { for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) { if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustPoints[j].clear(); } LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SUN_SHADOW0+j); //restore render matrices set_current_modelview(saved_view); set_current_projection(saved_proj); LLVector3 eye = camera.getOrigin(); llassert(eye.isFinite()); //camera used for shadow cull/render LLCamera shadow_cam; //create world space camera frustum for this split shadow_cam = camera; shadow_cam.setFar(16.f); LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); LLVector3* frust = shadow_cam.mAgentFrustum; LLVector3 pn = shadow_cam.getAtAxis(); LLVector3 min, max; //construct 8 corners of split frustum section for (U32 i = 0; i < 4; i++) { LLVector3 delta = frust[i+4]-eye; delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; delta.normVec(); F32 dp = delta*pn; frust[i] = eye + (delta*dist[j]*0.75f)/dp; frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; } shadow_cam.calcAgentFrustumPlanes(frust); shadow_cam.mFrustumCornerDist = 0.f; if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowCamera[j] = shadow_cam; } std::vector fp; if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) || j > RenderShadowSplits) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowExtents[j][0] = LLVector3(); mShadowExtents[j][1] = LLVector3(); mShadowCamera[j+4] = shadow_cam; } mRT->shadow[j].bindTarget(); { LLGLDepthTest depth(GL_TRUE); mRT->shadow[j].clear(); } mRT->shadow[j].flush(); mShadowError.mV[j] = 0.f; mShadowFOV.mV[j] = 0.f; continue; } if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowExtents[j][0] = min; mShadowExtents[j][1] = max; mShadowFrustPoints[j] = fp; } //find a good origin for shadow projection LLVector3 origin; //get a temporary view projection view[j] = look(camera.getOrigin(), lightDir, -up); std::vector wpf; for (U32 i = 0; i < fp.size(); i++) { glm::vec3 p = glm::make_vec3(fp[i].mV); p = mul_mat4_vec3(view[j], p); wpf.push_back(LLVector3(glm::value_ptr(p))); } min = wpf[0]; max = wpf[0]; for (U32 i = 0; i < fp.size(); ++i) { //get AABB in camera space update_min_max(min, max, wpf[i]); } // Construct a perspective transform with perspective along y-axis that contains // points in wpf //Known: // - far clip plane // - near clip plane // - points in frustum //Find: // - origin //get some "interesting" points of reference LLVector3 center = (min+max)*0.5f; LLVector3 size = (max-min)*0.5f; LLVector3 near_center = center; near_center.mV[1] += size.mV[1]*2.f; //put all points in wpf in quadrant 0, reletive to center of min/max //get the best fit line using least squares F32 bfm = 0.f; F32 bfb = 0.f; for (U32 i = 0; i < wpf.size(); ++i) { wpf[i] -= center; wpf[i].mV[0] = fabsf(wpf[i].mV[0]); wpf[i].mV[2] = fabsf(wpf[i].mV[2]); } if (!wpf.empty()) { F32 sx = 0.f; F32 sx2 = 0.f; F32 sy = 0.f; F32 sxy = 0.f; for (U32 i = 0; i < wpf.size(); ++i) { sx += wpf[i].mV[0]; sx2 += wpf[i].mV[0]*wpf[i].mV[0]; sy += wpf[i].mV[1]; sxy += wpf[i].mV[0]*wpf[i].mV[1]; } bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2); bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2); } { // best fit line is y=bfm*x+bfb //find point that is furthest to the right of line F32 off_x = -1.f; LLVector3 lp; for (U32 i = 0; i < wpf.size(); ++i) { //y = bfm*x+bfb //x = (y-bfb)/bfm F32 lx = (wpf[i].mV[1]-bfb)/bfm; lx = wpf[i].mV[0]-lx; if (off_x < lx) { off_x = lx; lp = wpf[i]; } } //get line with slope bfm through lp // bfb = y-bfm*x bfb = lp.mV[1]-bfm*lp.mV[0]; //calculate error mShadowError.mV[j] = 0.f; for (U32 i = 0; i < wpf.size(); ++i) { F32 lx = (wpf[i].mV[1]-bfb)/bfm; mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx); } mShadowError.mV[j] /= wpf.size(); mShadowError.mV[j] /= size.mV[0]; if (mShadowError.mV[j] > RenderShadowErrorCutoff) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } else { //origin is where line x = 0; origin.setVec(0,bfb,0); F32 fovz = 1.f; F32 fovx = 1.f; LLVector3 zp; LLVector3 xp; for (U32 i = 0; i < wpf.size(); ++i) { LLVector3 atz = wpf[i]-origin; atz.mV[0] = 0.f; atz.normVec(); if (fovz > -atz.mV[1]) { zp = wpf[i]; fovz = -atz.mV[1]; } LLVector3 atx = wpf[i]-origin; atx.mV[2] = 0.f; atx.normVec(); if (fovx > -atx.mV[1]) { fovx = -atx.mV[1]; xp = wpf[i]; } } fovx = acos(fovx); fovz = acos(fovz); F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f); mShadowFOV.mV[j] = fovx; if (fovx < cutoff && fovz > cutoff) { //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff F32 d = zp.mV[2]/tan(cutoff); F32 ny = zp.mV[1] + fabsf(d); origin.mV[1] = ny; fovz = 1.f; fovx = 1.f; for (U32 i = 0; i < wpf.size(); ++i) { LLVector3 atz = wpf[i]-origin; atz.mV[0] = 0.f; atz.normVec(); fovz = llmin(fovz, -atz.mV[1]); LLVector3 atx = wpf[i]-origin; atx.mV[2] = 0.f; atx.normVec(); fovx = llmin(fovx, -atx.mV[1]); } fovx = acos(fovx); fovz = acos(fovz); mShadowFOV.mV[j] = cutoff; } origin += center; F32 ynear = -(max.mV[1]-origin.mV[1]); F32 yfar = -(min.mV[1]-origin.mV[1]); if (ynear < 0.1f) //keep a sensible near clip plane { F32 diff = 0.1f-ynear; origin.mV[1] += diff; ynear += diff; yfar += diff; } if (fovx > cutoff) { //just use ortho projection origin.clearVec(); mShadowError.mV[j] = -1.f; proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } else { //get perspective projection view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); glm::vec3 origin_agent(glm::make_vec3(origin.mV)); //translate view to origin origin_agent = mul_mat4_vec3(view[j], origin_agent); eye = LLVector3(glm::value_ptr(origin_agent)); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); proj[j] = glm::mat4(-fx, 0, 0, 0, 0, (yfar + ynear) / (ynear - yfar), 0, -1.0f, 0, 0, -fz, 0, 0, (2.f * yfar * ynear) / (ynear - yfar), 0, 0); } } } //shadow_cam.setFar(128.f); shadow_cam.setOriginAndLookAt(eye, up, center); shadow_cam.setOrigin(0,0,0); set_current_modelview(view[j]); set_current_projection(proj[j]); LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); //translate and scale to from [-1, 1] to [0, 1] glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[j]); set_current_projection(proj[j]); set_last_modelview(mShadowModelview[j]); set_last_projection(mShadowProjection[j]); mShadowModelview[j] = view[j]; mShadowProjection[j] = proj[j]; mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view; stop_glerror(); mRT->shadow[j].bindTarget(); mRT->shadow[j].getViewport(gGLViewport); mRT->shadow[j].clear(); { static LLCullResult result[4]; renderShadow(view[j], proj[j], shadow_cam, result[j], true); } mRT->shadow[j].flush(); if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowCamera[j+4] = shadow_cam; } } } //hack to disable projector shadows bool gen_shadow = RenderShadowDetail > 1; if (gen_shadow) { if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates { LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat(); F32 fade_amt = gFrameIntervalSeconds.value() * (F32)llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); // should never happen llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); //update shadow targets for (U32 i = 0; i < 2; i++) { //for each current shadow LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); if (mShadowSpotLight[i].notNull() && (mShadowSpotLight[i] == mTargetShadowSpotLight[0] || mShadowSpotLight[i] == mTargetShadowSpotLight[1])) { //keep this spotlight mSpotLightFade[i] = llmin(mSpotLightFade[i] + fade_amt, 1.f); } else { //fade out this light mSpotLightFade[i] = llmax(mSpotLightFade[i] - fade_amt, 0.f); if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull()) { //faded out, grab one of the pending spots (whichever one isn't already taken) if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i + 1) % 2]) { mShadowSpotLight[i] = mTargetShadowSpotLight[0]; } else { mShadowSpotLight[i] = mTargetShadowSpotLight[1]; } } } } } // this should never happen llassert(mShadowSpotLight[0] != mShadowSpotLight[1] || mShadowSpotLight[0].isNull()); for (S32 i = 0; i < 2; i++) { set_current_modelview(saved_view); set_current_projection(saved_proj); if (mShadowSpotLight[i].isNull()) { continue; } LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); if (!volume) { mShadowSpotLight[i] = NULL; continue; } LLDrawable* drawable = mShadowSpotLight[i]; LLVector3 params = volume->getSpotLightParams(); F32 fov = params.mV[0]; //get agent->light space matrix (modelview) LLVector3 center = drawable->getPositionAgent(); LLQuaternion quat = volume->getRenderRotation(); //get near clip plane LLVector3 scale = volume->getScale(); LLVector3 at_axis(0, 0, -scale.mV[2] * 0.5f); at_axis *= quat; LLVector3 np = center + at_axis; at_axis.normVec(); //get origin that has given fov for plane np, at_axis, and given scale F32 dist = (scale.mV[1] * 0.5f) / tanf(fov * 0.5f); LLVector3 origin = np - at_axis * dist; LLMatrix4 mat(quat, LLVector4(origin, 1.f)); view[i + 4] = glm::make_mat4((F32*)mat.mMatrix); view[i + 4] = glm::inverse(view[i + 4]); //get perspective matrix F32 near_clip = dist + 0.01f; F32 width = scale.mV[VX]; F32 height = scale.mV[VY]; F32 far_clip = dist + volume->getLightRadius() * 1.5f; F32 fovy = fov; // radians F32 aspect = width / height; proj[i + 4] = glm::perspective(fovy, aspect, near_clip, far_clip); //translate and scale to from [-1, 1] to [0, 1] glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[i + 4]); set_current_projection(proj[i + 4]); mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; set_last_modelview(mShadowModelview[i + 4]); set_last_projection(mShadowProjection[i + 4]); mShadowModelview[i + 4] = view[i + 4]; mShadowProjection[i + 4] = proj[i + 4]; if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates { LLCamera shadow_cam = camera; shadow_cam.setFar(far_clip); shadow_cam.setOrigin(origin); LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); // mSpotShadow[i].bindTarget(); mSpotShadow[i].getViewport(gGLViewport); mSpotShadow[i].clear(); static LLCullResult result[2]; LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); RenderSpotLight = drawable; renderShadow(view[i + 4], proj[i + 4], shadow_cam, result[i], false); RenderSpotLight = nullptr; mSpotShadow[i].flush(); } } } else { //no spotlight shadows mShadowSpotLight[0] = mShadowSpotLight[1] = NULL; } if (!CameraOffset) { set_current_modelview(saved_view); set_current_projection(saved_proj); } else { set_current_modelview(view[1]); set_current_projection(proj[1]); gGL.loadMatrix(glm::value_ptr(view[1])); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.loadMatrix(glm::value_ptr(proj[1])); gGL.matrixMode(LLRender::MM_MODELVIEW); } gGL.setColorMask(true, true); set_last_modelview(last_modelview); set_last_projection(last_projection); popRenderTypeMask(); if (!skip_avatar_update) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) { for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { LLSpatialGroup* group = *i; if (!group->isDead() && (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) && group->mDrawMap.find(type) != group->mDrawMap.end()) { pass->renderGroup(group,type,texture); } } } void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) { for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { LLSpatialGroup* group = *i; if (!group->isDead() && (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) && group->mDrawMap.find(type) != group->mDrawMap.end()) { pass->renderRiggedGroup(group, type, texture); } } } void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) { if (gGLManager.mGLVersion < 3.25f) { // profiling requires GL 3.3 or later return; } LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; // don't continue to profile an avatar that is known to be too slow llassert(!avatar->isTooSlow()); LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; mRT->deferredScreen.bindTarget(); mRT->deferredScreen.clear(); if (!profile_attachments) { // profile entire avatar all at once and readback asynchronously avatar->placeProfileQuery(); LLTimer cpu_timer; generateImpostor(avatar, false, true); avatar->mCPURenderTime = (F32)cpu_timer.getElapsedTimeF32() * 1000.f; avatar->readProfileQuery(5); // allow up to 5 frames of latency } else { // profile attachments one at a time LLVOAvatar::attachment_map_t::iterator iter; LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); for (iter = begin; iter != end; ++iter) { LLViewerJointAttachment* attachment = iter->second; for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); attachment_iter != attachment->mAttachedObjects.end(); ++attachment_iter) { LLViewerObject* attached_object = attachment_iter->get(); if (attached_object) { // use gDebugProgram to do the GPU queries gDebugProgram.clearStats(); gDebugProgram.placeProfileQuery(true); generateImpostor(avatar, false, true, attached_object); gDebugProgram.readProfileQuery(true, true); attached_object->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f; } } } } mRT->deferredScreen.flush(); if (cur_shader) { cur_shader->bind(); } } void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("generateImpostor"); LLGLState::checkStates(); static LLCullResult result; result.clear(); grabReferences(result); if (!avatar || avatar->isDead() || !avatar->mDrawable) { LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL; return; } LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is drawable" << LL_ENDL; assertInitialized(); // previews can't be muted or impostered bool visually_muted = !for_profile && !preview_avatar && avatar->isVisuallyMuted(); LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is " << ( visually_muted ? "" : "not ") << "visually muted" << LL_ENDL; bool too_complex = !for_profile && !preview_avatar && avatar->isTooComplex(); LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is " << ( too_complex ? "" : "not ") << "too complex" << LL_ENDL; pushRenderTypeMask(); if (visually_muted || too_complex) { // only show jelly doll geometry andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, END_RENDER_TYPES); } else { //hide world geometry clearRenderTypeMask( RENDER_TYPE_SKY, RENDER_TYPE_WL_SKY, RENDER_TYPE_TERRAIN, RENDER_TYPE_GRASS, RENDER_TYPE_CONTROL_AV, // Animesh RENDER_TYPE_TREE, RENDER_TYPE_VOIDWATER, RENDER_TYPE_WATER, RENDER_TYPE_ALPHA_PRE_WATER, RENDER_TYPE_PASS_GRASS, RENDER_TYPE_HUD, RENDER_TYPE_PARTICLES, RENDER_TYPE_CLOUDS, RENDER_TYPE_HUD_PARTICLES, END_RENDER_TYPES ); } if (specific_attachment && specific_attachment->isHUDAttachment()) { //enable HUD rendering setRenderTypeMask(RENDER_TYPE_HUD, END_RENDER_TYPES); } S32 occlusion = sUseOcclusion; sUseOcclusion = 0; sReflectionRender = ! sRenderDeferred; sShadowRender = true; sImpostorRender = true; LLViewerCamera* viewer_camera = LLViewerCamera::getInstance(); { markVisible(avatar->mDrawable, *viewer_camera); if (preview_avatar) { // Only show rigged attachments for preview // For the sake of performance and so that static // objects won't obstruct previewing changes LLVOAvatar::attachment_map_t::iterator iter; for (iter = avatar->mAttachmentPoints.begin(); iter != avatar->mAttachmentPoints.end(); ++iter) { LLViewerJointAttachment *attachment = iter->second; for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); attachment_iter != attachment->mAttachedObjects.end(); ++attachment_iter) { LLViewerObject* attached_object = attachment_iter->get(); if (attached_object) { if (attached_object->isRiggedMesh()) { markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); } else { // sometimes object is a linkset and rigged mesh is a child LLViewerObject::const_child_list_t& child_list = attached_object->getChildren(); for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); iter != child_list.end(); iter++) { LLViewerObject* child = *iter; if (child->isRiggedMesh()) { markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); break; } } } } } } } else { if (specific_attachment) { markVisible(specific_attachment->mDrawable->getSpatialBridge(), *viewer_camera); } else { LLVOAvatar::attachment_map_t::iterator iter; LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); for (iter = begin; iter != end; ++iter) { LLViewerJointAttachment* attachment = iter->second; for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); attachment_iter != attachment->mAttachedObjects.end(); ++attachment_iter) { LLViewerObject* attached_object = attachment_iter->get(); if (attached_object) { markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); } } } } } } stateSort(*LLViewerCamera::getInstance(), result); LLCamera camera = *viewer_camera; LLVector2 tdim; U32 resY = 0; U32 resX = 0; if (!preview_avatar) { const LLVector4a* ext = avatar->mDrawable->getSpatialExtents(); LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset()); camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis()); LLVector4a half_height; half_height.setSub(ext[1], ext[0]); half_height.mul(0.5f); LLVector4a left; left.load3(camera.getLeftAxis().mV); left.mul(left); llassert(left.dot3(left).getF32() > F_APPROXIMATELY_ZERO); left.normalize3fast(); LLVector4a up; up.load3(camera.getUpAxis().mV); up.mul(up); llassert(up.dot3(up).getF32() > F_APPROXIMATELY_ZERO); up.normalize3fast(); tdim.mV[0] = fabsf(half_height.dot3(left).getF32()); tdim.mV[1] = fabsf(half_height.dot3(up).getF32()); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); F32 distance = (pos-camera.getOrigin()).length(); F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG; F32 aspect = tdim.mV[0]/tdim.mV[1]; glm::mat4 persp = glm::perspective(glm::radians(fov), aspect, 1.f, 256.f); set_current_projection(persp); gGL.loadMatrix(glm::value_ptr(persp)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); F32 ogl_mat[16]; camera.getOpenGLTransform(ogl_mat); glm::mat4 mat = glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION) * glm::make_mat4(ogl_mat); gGL.loadMatrix(glm::value_ptr(mat)); set_current_modelview(mat); glClearColor(0.0f,0.0f,0.0f,0.0f); gGL.setColorMask(true, true); // get the number of pixels per angle F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView()); //get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing) resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512); resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512); if (!for_profile) { if (!avatar->mImpostor.isComplete()) { avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); if (LLPipeline::sRenderDeferred) { addDeferredAttachments(avatar->mImpostor, true); } gGL.getTexUnit(0)->bind(&avatar->mImpostor); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } else if (resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight()) { avatar->mImpostor.resize(resX, resY); } avatar->mImpostor.bindTarget(); } } F32 old_alpha = LLDrawPoolAvatar::sMinimumAlpha; if (visually_muted || too_complex) { //disable alpha masking for muted avatars (get whole skin silhouette) LLDrawPoolAvatar::sMinimumAlpha = 0.f; } if (preview_avatar || for_profile) { // previews and profiles don't care about imposters renderGeomDeferred(camera); renderGeomPostDeferred(camera); } else { avatar->mImpostor.clear(); renderGeomDeferred(camera); renderGeomPostDeferred(camera); // Shameless hack time: render it all again, // this time writing the depth // values we need to generate the alpha mask below // while preserving the alpha-sorted color rendering // from the previous pass // sImpostorRenderAlphaDepthPass = true; // depth-only here... // gGL.setColorMask(false,false); renderGeomPostDeferred(camera); sImpostorRenderAlphaDepthPass = false; } LLDrawPoolAvatar::sMinimumAlpha = old_alpha; if (!for_profile) { //create alpha mask based on depth buffer (grey out if muted) if (LLPipeline::sRenderDeferred) { GLuint buff = GL_COLOR_ATTACHMENT0; glDrawBuffers(1, &buff); } LLGLDisable blend(GL_BLEND); if (visually_muted || too_complex) { gGL.setColorMask(true, true); } else { gGL.setColorMask(false, true); } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); gGL.flush(); gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); static const F32 clip_plane = 0.99999f; gDebugProgram.bind(); if (visually_muted) { // Visually muted avatar LLColor4 muted_color(avatar->getMutedAVColor()); LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set solid color " << muted_color << LL_ENDL; gGL.diffuseColor4fv( muted_color.mV ); } else if (!preview_avatar) { //grey muted avatar LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL; gGL.diffuseColor4fv(LLColor4::pink.mV ); } gGL.begin(LLRender::TRIANGLES); { gGL.vertex3f(-1.f, -1.f, clip_plane); gGL.vertex3f(1.f, -1.f, clip_plane); gGL.vertex3f(1.f, 1.f, clip_plane); gGL.vertex3f(-1.f, -1.f, clip_plane); gGL.vertex3f(1.f, 1.f, clip_plane); gGL.vertex3f(-1.f, 1.f, clip_plane); } gGL.end(); gGL.flush(); gDebugProgram.unbind(); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } if (!preview_avatar && !for_profile) { avatar->mImpostor.flush(); avatar->setImpostorDim(tdim); } sUseOcclusion = occlusion; sReflectionRender = false; sImpostorRender = false; sShadowRender = false; popRenderTypeMask(); if (!preview_avatar) { gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } if (!preview_avatar && !for_profile) { avatar->mNeedsImpostorUpdate = false; avatar->cacheImpostorValues(); avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; } LLVertexBuffer::unbind(); LLGLState::checkStates(); } bool LLPipeline::hasRenderBatches(const U32 type) const { return sCull->getRenderMapSize(type) > 0; } LLCullResult::drawinfo_iterator LLPipeline::beginRenderMap(U32 type) { return sCull->beginRenderMap(type); } LLCullResult::drawinfo_iterator LLPipeline::endRenderMap(U32 type) { return sCull->endRenderMap(type); } LLCullResult::sg_iterator LLPipeline::beginAlphaGroups() { return sCull->beginAlphaGroups(); } LLCullResult::sg_iterator LLPipeline::endAlphaGroups() { return sCull->endAlphaGroups(); } LLCullResult::sg_iterator LLPipeline::beginRiggedAlphaGroups() { return sCull->beginRiggedAlphaGroups(); } LLCullResult::sg_iterator LLPipeline::endRiggedAlphaGroups() { return sCull->endRiggedAlphaGroups(); } bool LLPipeline::hasRenderType(const U32 type) const { // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render" // We then need to test that value here and return false to prevent attachment to render (in mouselook for instance) // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to false explicitely return (type == 0 ? false : mRenderTypeEnabled[type]); } void LLPipeline::setRenderTypeMask(U32 type, ...) { va_list args; va_start(args, type); while (type < END_RENDER_TYPES) { mRenderTypeEnabled[type] = true; type = va_arg(args, U32); } va_end(args); if (type > END_RENDER_TYPES) { LL_ERRS() << "Invalid render type." << LL_ENDL; } } bool LLPipeline::hasAnyRenderType(U32 type, ...) const { va_list args; va_start(args, type); while (type < END_RENDER_TYPES) { if (mRenderTypeEnabled[type]) { va_end(args); return true; } type = va_arg(args, U32); } va_end(args); if (type > END_RENDER_TYPES) { LL_ERRS() << "Invalid render type." << LL_ENDL; } return false; } void LLPipeline::pushRenderTypeMask() { std::string cur_mask; cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled)); mRenderTypeEnableStack.push(cur_mask); } void LLPipeline::popRenderTypeMask() { if (mRenderTypeEnableStack.empty()) { LL_ERRS() << "Depleted render type stack." << LL_ENDL; } memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled)); mRenderTypeEnableStack.pop(); } void LLPipeline::andRenderTypeMask(U32 type, ...) { va_list args; bool tmp[NUM_RENDER_TYPES]; for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) { tmp[i] = false; } va_start(args, type); while (type < END_RENDER_TYPES) { if (mRenderTypeEnabled[type]) { tmp[type] = true; } type = va_arg(args, U32); } va_end(args); if (type > END_RENDER_TYPES) { LL_ERRS() << "Invalid render type." << LL_ENDL; } for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i) { mRenderTypeEnabled[i] = tmp[i]; } } void LLPipeline::clearRenderTypeMask(U32 type, ...) { va_list args; va_start(args, type); while (type < END_RENDER_TYPES) { mRenderTypeEnabled[type] = false; type = va_arg(args, U32); } va_end(args); if (type > END_RENDER_TYPES) { LL_ERRS() << "Invalid render type." << LL_ENDL; } } void LLPipeline::setAllRenderTypes() { for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) { mRenderTypeEnabled[i] = true; } } void LLPipeline::clearAllRenderTypes() { for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) { mRenderTypeEnabled[i] = false; } } void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color) { DebugBlip blip(position, color); mDebugBlips.push_back(blip); } void LLPipeline::hidePermanentObjects( std::vector& restoreList ) { //This method is used to hide any vo's from the object list that may have //the permanent flag set. U32 objCnt = gObjectList.getNumObjects(); for (U32 i = 0; i < objCnt; ++i) { LLViewerObject* pObject = gObjectList.getObject(i); if ( pObject && pObject->flagObjectPermanent() ) { LLDrawable *pDrawable = pObject->mDrawable; if ( pDrawable ) { restoreList.push_back( i ); hideDrawable( pDrawable ); } } } skipRenderingOfTerrain( true ); } void LLPipeline::restorePermanentObjects( const std::vector& restoreList ) { //This method is used to restore(unhide) any vo's from the object list that may have //been hidden because their permanency flag was set. std::vector::const_iterator itCurrent = restoreList.begin(); std::vector::const_iterator itEnd = restoreList.end(); U32 objCnt = gObjectList.getNumObjects(); while ( itCurrent != itEnd ) { U32 index = *itCurrent; LLViewerObject* pObject = NULL; if ( index < objCnt ) { pObject = gObjectList.getObject( index ); } if ( pObject ) { LLDrawable *pDrawable = pObject->mDrawable; if ( pDrawable ) { pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); unhideDrawable( pDrawable ); } } ++itCurrent; } skipRenderingOfTerrain( false ); } void LLPipeline::skipRenderingOfTerrain( bool flag ) { pool_set_t::iterator iter = mPools.begin(); while ( iter != mPools.end() ) { LLDrawPool* pPool = *iter; U32 poolType = pPool->getType(); if ( hasRenderType( pPool->getType() ) && poolType == LLDrawPool::POOL_TERRAIN ) { pPool->setSkipRenderFlag( flag ); } ++iter; } } void LLPipeline::hideObject( const LLUUID& id ) { LLViewerObject *pVO = gObjectList.findObject( id ); if ( pVO ) { LLDrawable *pDrawable = pVO->mDrawable; if ( pDrawable ) { hideDrawable( pDrawable ); } } } void LLPipeline::hideDrawable( LLDrawable *pDrawable ) { pDrawable->setState( LLDrawable::FORCE_INVISIBLE ); markRebuild( pDrawable, LLDrawable::REBUILD_ALL); //hide the children LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); iter != child_list.end(); iter++ ) { LLViewerObject* child = *iter; LLDrawable* drawable = child->mDrawable; if ( drawable ) { drawable->setState( LLDrawable::FORCE_INVISIBLE ); markRebuild( drawable, LLDrawable::REBUILD_ALL); } } } void LLPipeline::unhideDrawable( LLDrawable *pDrawable ) { pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); markRebuild( pDrawable, LLDrawable::REBUILD_ALL); //restore children LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); iter != child_list.end(); iter++) { LLViewerObject* child = *iter; LLDrawable* drawable = child->mDrawable; if ( drawable ) { drawable->clearState( LLDrawable::FORCE_INVISIBLE ); markRebuild( drawable, LLDrawable::REBUILD_ALL); } } } void LLPipeline::restoreHiddenObject( const LLUUID& id ) { LLViewerObject *pVO = gObjectList.findObject( id ); if ( pVO ) { LLDrawable *pDrawable = pVO->mDrawable; if ( pDrawable ) { unhideDrawable( pDrawable ); } } } void LLPipeline::skipRenderingShadows() { LLGLDepthTest depth(GL_TRUE); for (S32 j = 0; j < 4; j++) { mRT->shadow[j].bindTarget(); mRT->shadow[j].clear(); mRT->shadow[j].flush(); } } void LLPipeline::handleShadowDetailChanged() { if (RenderShadowDetail > gSavedSettings.getS32("RenderShadowDetail")) { skipRenderingShadows(); } else { LLViewerShaderMgr::instance()->setShaders(); } } class LLOctreeDirty : public OctreeTraveler { public: virtual void visit(const OctreeNode* state) { LLSpatialGroup* group = (LLSpatialGroup*)state->getListener(0); if (group->getSpatialPartition()->mRenderByGroup) { group->setState(LLSpatialGroup::GEOM_DIRTY); gPipeline.markRebuild(group); } for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) { LLSpatialBridge* bridge = *i; traverse(bridge->mOctree); } } }; void LLPipeline::rebuildDrawInfo() { for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; LLOctreeDirty dirty; LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); dirty.traverse(part->mOctree); part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE); dirty.traverse(part->mOctree); } } void LLPipeline::rebuildTerrain() { for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; region->dirtyAllPatches(); } }