/** * @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 "llaudioengine.h" // For debugging. #include "llerror.h" #include "llviewercontrol.h" #include "llfasttimer.h" #include "llfontgl.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 "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 "lldrawpoolground.h" #include "lldrawpoolbump.h" #include "lldrawpooltree.h" #include "lldrawpoolwater.h" #include "llface.h" #include "llfeaturemanager.h" #include "llfloatertelehub.h" #include "llfloaterreg.h" #include "llgldbg.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 "llvoground.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 "llenvironment.h" #include "llsettingsvo.h" #ifdef _DEBUG // Debug indices is disabled for now for debug performance - djs 4/24/02 //#define DEBUG_INDICES #else //#define DEBUG_INDICES #endif // Expensive and currently broken // #define MATERIALS_IN_REFLECTIONS 0 // NOTE: Keep in sync with indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml // NOTE: Unused consts are commented out since some compilers (on macOS) may complain about unused variables. // const S32 WATER_REFLECT_NONE_WATER_OPAQUE = -2; const S32 WATER_REFLECT_NONE_WATER_TRANSPARENT = -1; const S32 WATER_REFLECT_MINIMAL = 0; // const S32 WATER_REFLECT_TERRAIN = 1; const S32 WATER_REFLECT_STATIC_OBJECTS = 2; const S32 WATER_REFLECT_AVATARS = 3; const S32 WATER_REFLECT_EVERYTHING = 4; bool gShiftFrame = false; //cached settings bool LLPipeline::RenderAvatarVP; bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; U32 LLPipeline::RenderFSAASamples; U32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; bool LLPipeline::RenderDeferredSSAO; F32 LLPipeline::RenderShadowResolutionScale; bool LLPipeline::RenderLocalLights; 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::RenderGlowMinLuminance; 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::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; S32 LLPipeline::RenderReflectionDetail; F32 LLPipeline::RenderHighlightFadeTime; LLVector3 LLPipeline::RenderShadowClipPlanes; LLVector3 LLPipeline::RenderShadowOrthoClipPlanes; LLVector3 LLPipeline::RenderShadowNearDist; F32 LLPipeline::RenderFarClip; LLVector3 LLPipeline::RenderShadowSplitExponent; F32 LLPipeline::RenderShadowErrorCutoff; F32 LLPipeline::RenderShadowFOVCutoff; bool LLPipeline::CameraOffset; F32 LLPipeline::CameraMaxCoF; F32 LLPipeline::CameraDoFResScale; F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; LLTrace::EventStatHandle LLPipeline::sStatBatchSize("renderbatchsize"); const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; 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 gHideSelectedObjects; extern BOOL gDisplaySwapBuffers; extern BOOL gDebugGL; 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"); //---------------------------------------- std::string gPoolNames[] = { // Correspond to LLDrawpool enum render type "NONE", "POOL_SIMPLE", "POOL_GROUND", "POOL_FULLBRIGHT", "POOL_BUMP", "POOL_MATERIALS", "POOL_TERRAIN," "POOL_SKY", "POOL_WL_SKY", "POOL_TREE", "POOL_ALPHA_MASK", "POOL_FULLBRIGHT_ALPHA_MASK", "POOL_GRASS", "POOL_INVISIBLE", "POOL_AVATAR", "POOL_VOIDWATER", "POOL_WATER", "POOL_GLOW", "POOL_ALPHA" }; 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, U32 usage); 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::sDelayVBUpdate = true; bool LLPipeline::sAutoMaskAlphaDeferred = true; bool LLPipeline::sAutoMaskAlphaNonDeferred = false; bool LLPipeline::sRenderTransparentWater = true; bool LLPipeline::sRenderBump = true; bool LLPipeline::sBakeSunlight = false; bool LLPipeline::sNoAlpha = false; bool LLPipeline::sUseTriStrips = true; bool LLPipeline::sUseFarClip = true; bool LLPipeline::sShadowRender = false; bool LLPipeline::sWaterReflections = 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::sRenderFrameTest = false; bool LLPipeline::sRenderAttachedLights = true; bool LLPipeline::sRenderAttachedParticles = true; bool LLPipeline::sRenderDeferred = 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(); bool addDeferredAttachments(LLRenderTarget& target) { return target.addColorAttachment(GL_SRGB8_ALPHA8) && //specular target.addColorAttachment(GL_RGB10_A2); //normal+z } LLPipeline::LLPipeline() : mBackfaceCull(false), mMatrixOpCount(0), mTextureMatrixOps(0), mNumVisibleNodes(0), mNumVisibleFaces(0), mInitialized(false), mVertexShadersEnabled(false), mVertexShadersLoaded(0), mTransformFeedbackPrimitives(0), mRenderDebugFeatureMask(0), mRenderDebugMask(0), mOldRenderDebugMask(0), mMeshDirtyQueryObject(0), mGroupQ1Locked(false), mGroupQ2Locked(false), mResetVertexBuffers(false), mLastRebuildPool(NULL), mAlphaPool(NULL), mSkyPool(NULL), mTerrainPool(NULL), mWaterPool(NULL), mGroundPool(NULL), mSimplePool(NULL), mGrassPool(NULL), mAlphaMaskPool(NULL), mFullbrightAlphaMaskPool(NULL), mFullbrightPool(NULL), mInvisiblePool(NULL), mGlowPool(NULL), mBumpPool(NULL), mMaterialsPool(NULL), mWLSkyPool(NULL), mLightMask(0), mLightMovingMask(0), mLightingDetail(0), mScreenWidth(0), mScreenHeight(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(); gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize"); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); mInitialized = true; stop_glerror(); //create render pass pools getPool(LLDrawPool::POOL_ALPHA); 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_INVISIBLE); getPool(LLDrawPool::POOL_BUMP); getPool(LLDrawPool::POOL_MATERIALS); getPool(LLDrawPool::POOL_GLOW); 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 // Don't turn on ground when this is set // Mac Books with intel 950s need this if(!gSavedSettings.getBOOL("RenderGround")) { toggleRenderType(RENDER_TYPE_GROUND); } } // 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; stop_glerror(); // Enable features LLViewerShaderMgr::instance()->setShaders(); stop_glerror(); for (U32 i = 0; i < 2; ++i) { mSpotLightFade[i] = 1.f; } if (mCubeVB.isNull()) { mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); } mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0); mDeferredVB->allocateBuffer(8, 0, true); setLightingDetail(-1); // // Update all settings to trigger a cached settings refresh // connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred"); connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred"); connectRefreshCachedSettingsSafe("RenderUseFarClip"); connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors"); connectRefreshCachedSettingsSafe("RenderDelayVBUpdate"); connectRefreshCachedSettingsSafe("UseOcclusion"); connectRefreshCachedSettingsSafe("RenderAvatarVP"); connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); connectRefreshCachedSettingsSafe("RenderDeferred"); connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); connectRefreshCachedSettingsSafe("RenderFSAASamples"); connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); connectRefreshCachedSettingsSafe("RenderLocalLights"); 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("RenderGlowMinLuminance"); connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha"); connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount"); connectRefreshCachedSettingsSafe("RenderGlowLumWeights"); connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights"); connectRefreshCachedSettingsSafe("RenderGlowResolutionPow"); connectRefreshCachedSettingsSafe("RenderGlowIterations"); connectRefreshCachedSettingsSafe("RenderGlowWidth"); connectRefreshCachedSettingsSafe("RenderGlowStrength"); 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("RenderReflectionDetail"); connectRefreshCachedSettingsSafe("RenderHighlightFadeTime"); connectRefreshCachedSettingsSafe("RenderShadowClipPlanes"); connectRefreshCachedSettingsSafe("RenderShadowOrthoClipPlanes"); connectRefreshCachedSettingsSafe("RenderShadowNearDist"); connectRefreshCachedSettingsSafe("RenderFarClip"); connectRefreshCachedSettingsSafe("RenderShadowSplitExponent"); connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff"); connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff"); connectRefreshCachedSettingsSafe("CameraOffset"); connectRefreshCachedSettingsSafe("CameraMaxCoF"); connectRefreshCachedSettingsSafe("CameraDoFResScale"); connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); } LLPipeline::~LLPipeline() { } void LLPipeline::cleanup() { assertInitialized(); mGroupQ1.clear() ; mGroupQ2.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 mAlphaPool; mAlphaPool = NULL; delete mSkyPool; mSkyPool = NULL; delete mTerrainPool; mTerrainPool = NULL; delete mWaterPool; mWaterPool = NULL; delete mGroundPool; mGroundPool = NULL; delete mSimplePool; mSimplePool = NULL; delete mFullbrightPool; mFullbrightPool = NULL; delete mInvisiblePool; mInvisiblePool = 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; mMovedBridge.clear(); mInitialized = false; mDeferredVB = NULL; mCubeVB = NULL; } //============================================================================ void LLPipeline::destroyGL() { stop_glerror(); unloadShaders(); mHighlightFaces.clear(); resetDrawOrders(); resetVertexBuffers(); releaseGLBuffers(); if (LLVertexBuffer::sEnableVBOs) { LLVertexBuffer::sEnableVBOs = FALSE; } if (mMeshDirtyQueryObject) { glDeleteQueriesARB(1, &mMeshDirtyQueryObject); mMeshDirtyQueryObject = 0; } } void LLPipeline::requestResizeScreenTexture() { gResizeScreenTexture = TRUE; } void LLPipeline::requestResizeShadowTexture() { gResizeShadowTexture = TRUE; } void LLPipeline::resizeShadowTexture() { releaseShadowTargets(); allocateShadowBuffer(mScreenWidth, mScreenHeight); gResizeShadowTexture = FALSE; } void LLPipeline::resizeScreenTexture() { if (gPipeline.canUseVertexShaders() && assertInitialized()) { GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); if (gResizeScreenTexture || (resX != mScreen.getWidth()) || (resY != mScreen.getHeight())) { releaseScreenBuffers(); releaseShadowTargets(); allocateScreenBuffer(resX,resY); gResizeScreenTexture = FALSE; } } } void LLPipeline::allocatePhysicsBuffer() { GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY) { mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); } } bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { refreshCachedSettings(); bool save_settings = sRenderDeferred; if (save_settings) { // Set this flag in case we crash while resizing window or allocating space for deferred rendering targets gSavedSettings.setBOOL("RenderInitError", TRUE); gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE ); } eFBOStatus ret = doAllocateScreenBuffer(resX, resY); if (save_settings) { // don't disable shaders on next session gSavedSettings.setBOOL("RenderInitError", FALSE); gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE ); } if (ret == FBO_FAILURE) { //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled //NOTE: if the session closes successfully after this call, deferred rendering will be // disabled on future sessions if (LLPipeline::sRenderDeferred) { gSavedSettings.setBOOL("RenderDeferred", FALSE); LLPipeline::refreshCachedSettings(); } } return ret == FBO_SUCCESS_FULLRES; } LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) { // 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 U32 samples = RenderFSAASamples; eFBOStatus ret = FBO_SUCCESS_FULLRES; if (!allocateScreenBuffer(resX, resY, samples)) { //failed to allocate at requested specification, return false ret = FBO_FAILURE; releaseScreenBuffers(); //reduce number of samples while (samples > 0) { samples /= 2; if (allocateScreenBuffer(resX, resY, samples)) { //success return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); } samples = 0; //reduce resolution while (resY > 0 && resX > 0) { resY /= 2; if (allocateScreenBuffer(resX, resY, samples)) { return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); resX /= 2; if (allocateScreenBuffer(resX, resY, samples)) { return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); } LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL; } return ret; } bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { refreshCachedSettings(); // remember these dimensions mScreenWidth = resX; mScreenHeight = resY; U32 res_mod = RenderResolutionDivisor; if (res_mod > 1 && res_mod < resX && res_mod < resY) { resX /= res_mod; resY /= res_mod; } if (RenderUIBuffer) { if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) { return false; } } if (LLPipeline::sRenderDeferred) { S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; const U32 occlusion_divisor = 3; //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mDeferredScreen)) return false; GLuint screenFormat = GL_RGBA16; if (gGLManager.mIsATI) { screenFormat = GL_RGBA12; } if (gGLManager.mGLVersion < 4.f && gGLManager.mIsNVIDIA) { screenFormat = GL_RGBA16F_ARB; } if (!mScreen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (samples > 0) { if (!mFXAABuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; } else { mFXAABuffer.release(); } if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else { mDeferredLight.release(); } allocateShadowBuffer(resX, resY); //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) { return false; } } else { mDeferredLight.release(); releaseShadowTargets(); mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); mOcclusionDepth.release(); if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); } 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) { refreshCachedSettings(); if (LLPipeline::sRenderDeferred) { S32 shadow_detail = RenderShadowDetail; const U32 occlusion_divisor = 3; F32 scale = llmax(0.f,RenderShadowResolutionScale); 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 (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) { return false; } if (!mShadowOcclusion[i].allocate(sun_shadow_map_width/occlusion_divisor, sun_shadow_map_height/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) { return false; } } } else { for (U32 i = 0; i < 4; i++) { releaseShadowTarget(i); } } 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 = 4; i < 6; i++) { if (!mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE)) { return false; } if (!mShadowOcclusion[i].allocate(spot_shadow_map_width/occlusion_divisor, height/occlusion_divisor, 0, TRUE, FALSE)) { return false; } } } else { for (U32 i = 4; i < 6; i++) { releaseShadowTarget(i); } } } return true; } //static void LLPipeline::updateRenderTransparentWater() { sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater"); } //static void LLPipeline::updateRenderBump() { sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); } // static void LLPipeline::updateRenderDeferred() { sRenderDeferred = !gUseWireframe && RenderDeferred && LLRenderTarget::sUseFBO && LLPipeline::sRenderBump && RenderAvatarVP && WindLightUseAtmosShaders && (bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); } // static void LLPipeline::refreshCachedSettings() { 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::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate"); LLPipeline::sUseOcclusion = (!gUseWireframe && LLGLSLShader::sNoFixedFunction && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion") && gGLManager.mHasOcclusionQuery) ? 2 : 0; RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); RenderDeferred = gSavedSettings.getBOOL("RenderDeferred"); RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples"); RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights"); 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"); RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance"); 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"); 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"); RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail"); RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes"); RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist"); 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"); RenderSpotLight = nullptr; updateRenderDeferred(); if (gNonInteractive) { LLVOAvatar::sMaxNonImpostors = 1; LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); } } void LLPipeline::releaseGLBuffers() { assertInitialized(); if (mNoiseMap) { LLImageGL::deleteTextures(1, &mNoiseMap); mNoiseMap = 0; } if (mTrueNoiseMap) { LLImageGL::deleteTextures(1, &mTrueNoiseMap); mTrueNoiseMap = 0; } releaseLUTBuffers(); mWaterRef.release(); mWaterDis.release(); mBake.release(); mHighlight.release(); for (U32 i = 0; i < 3; i++) { mGlow[i].release(); } releaseScreenBuffers(); gBumpImageList.destroyGL(); LLVOAvatar::resetImpostors(); } void LLPipeline::releaseLUTBuffers() { if (mLightFunc) { LLImageGL::deleteTextures(1, &mLightFunc); mLightFunc = 0; } } void LLPipeline::releaseShadowBuffers() { releaseShadowTargets(); } void LLPipeline::releaseScreenBuffers() { mUIScreen.release(); mScreen.release(); mFXAABuffer.release(); mPhysicsDisplay.release(); mDeferredScreen.release(); mDeferredDepth.release(); mDeferredLight.release(); mOcclusionDepth.release(); } void LLPipeline::releaseShadowTarget(U32 index) { mShadow[index].release(); mShadowOcclusion[index].release(); } void LLPipeline::releaseShadowTargets() { for (U32 i = 0; i < 6; i++) { releaseShadowTarget(i); } } void LLPipeline::createGLBuffers() { LL_PROFILE_ZONE_SCOPED; stop_glerror(); assertInitialized(); updateRenderDeferred(); if (LLPipeline::sWaterReflections) { //water reflection texture U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512); mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE); mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE); } // Use FBO for bake tex mBake.allocate(512, 512, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, true); // SL-12781 Build > Upload > Model; 3D Preview mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE); 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"))); for (U32 i = 0; i < 3; i++) { mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE); } allocateScreenBuffer(resX, resY); mScreenWidth = 0; mScreenHeight = 0; if (sRenderDeferred) { 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_ARB, 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()*2.0-1.0; } LLImageGL::generateTextures(1, &mTrueNoiseMap); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } createLUTBuffers(); } gBumpImageList.restoreGL(); } F32 lerpf(F32 a, F32 b, F32 w) { return a + w * (b - a); } void LLPipeline::createLUTBuffers() { if (sRenderDeferred) { 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; } } } void LLPipeline::restoreGL() { assertInitialized(); if (mVertexShadersEnabled) { 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::canUseVertexShaders() { if ((assertInitialized() && mVertexShadersLoaded != 1) ) { return false; } else { return true; } } bool LLPipeline::canUseWindLightShaders() const { return (gWLSkyProgram.mProgramObject != 0 && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1); } bool LLPipeline::canUseWindLightShadersOnObjects() const { return (canUseWindLightShaders() && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0); } bool LLPipeline::canUseAntiAliasing() const { return true; } void LLPipeline::unloadShaders() { LLViewerShaderMgr::instance()->unloadShaders(); mVertexShadersLoaded = 0; } 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.... } S32 LLPipeline::getMaxLightingDetail() const { /*if (mShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS) { return 3; } else*/ { return 1; } } S32 LLPipeline::setLightingDetail(S32 level) { refreshCachedSettings(); if (level < 0) { if (RenderLocalLights) { level = 1; } else { level = 0; } } level = llclamp(level, 0, getMaxLightingDetail()); mLightingDetail = level; return mLightingDetail; } 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; 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_INVISIBLE: poolp = mInvisiblePool; 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: poolp = mAlphaPool; 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_GROUND: poolp = mGroundPool; break; case LLDrawPool::POOL_WL_SKY: poolp = mWLSkyPool; 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(); 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) { return LLDrawPool::POOL_ALPHA; } else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull())) { return LLDrawPool::POOL_BUMP; } 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; 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; } } HighlightItem item(drawablep); mHighlightSet.erase(item); if (mHighlightObject == drawablep) { mHighlightObject = NULL; } 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; for (light_set_t::iterator iter = gPipeline.mNearbyLights.begin(); iter != gPipeline.mNearbyLights.end(); iter++) { if (iter->drawable->getVObj()->isAttachment() && iter->drawable->getVObj()->getAvatar() == muted_avatar) { gPipeline.mLights.erase(iter->drawable); gPipeline.mNearbyLights.erase(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; 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; 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, TRUE); 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 assertInitialized(); sCompiles = 0; mNumVisibleFaces = 0; if (mOldRenderDebugMask != mRenderDebugMask) { gObjectList.clearDebugText(); mOldRenderDebugMask = mRenderDebugMask; } } //external functions for asynchronous updating void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) { 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) { 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) { for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin(); iter != moved_list.end(); ) { LLDrawable::drawable_vector_t::iterator curiter = iter++; LLDrawable *drawablep = *curiter; 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, TRUE); if (drawablep->getVObj()) { drawablep->getVObj()->dirtySpatialGroup(TRUE); } } iter = moved_list.erase(curiter); } } } void LLPipeline::updateMove() { LL_PROFILE_ZONE_SCOPED; 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) { 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 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"); void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep) { static LLCachedControl use_occlusion(gSavedSettings,"UseOcclusion"); static bool can_use_occlusion = LLGLSLShader::sNoFixedFunction && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gGLManager.mHasOcclusionQuery; LL_RECORD_BLOCK_TIME(FTM_CULL); grabReferences(result); sCull->clear(); bool to_texture = LLPipeline::sUseOcclusion > 1 && gPipeline.canUseVertexShaders(); if (to_texture) { if (LLPipeline::sRenderDeferred && can_use_occlusion) { mOcclusionDepth.bindTarget(); } else { mScreen.bindTarget(); } } if (sUseOcclusion > 1) { gGL.setColorMask(false, false); } gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadMatrix(gGLLastProjection); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGLLastMatrix = NULL; gGL.loadMatrix(gGLLastModelView); LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest depth(GL_TRUE, GL_FALSE); bool bound_shader = false; if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0) { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can // (shadow render uses a special shader that clamps to clip planes) bound_shader = true; gOcclusionCubeProgram.bind(); } if (sUseOcclusion > 1) { if (mCubeVB.isNull()) { //cube VB will be used for issuing occlusion queries mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); } mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); } if (!sReflectionRender) { camera.disableUserClipPlane(); } 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) { bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe; // && 0 > water_clip vo_part->cull(camera, do_occlusion_cull); } } if (bound_shader) { gOcclusionCubeProgram.unbind(); } 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_GROUND) && !gPipeline.canUseWindLightShaders() && gSky.mVOGroundp.notNull() && gSky.mVOGroundp->mDrawable.notNull() && !LLPipeline::sWaterReflections) { gSky.mVOGroundp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOGroundp->mDrawable); } 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); } bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)); if (render_water) { LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water); } gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); if (sUseOcclusion > 1) { gGL.setColorMask(true, false); } if (to_texture) { if (LLPipeline::sRenderDeferred && can_use_occlusion) { mOcclusionDepth.flush(); } else { mScreen.flush(); } } } void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) { if (group->isEmpty()) { return; } group->setVisible(); if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) { group->updateDistance(camera); } const F32 MINIMUM_PIXEL_AREA = 16.f; if (group->mPixelArea < MINIMUM_PIXEL_AREA) { return; } assertInitialized(); if (!group->getSpatialPartition()->mRenderByGroup) { //render by drawable sCull->pushDrawableGroup(group); } else { //render by group sCull->pushVisibleGroup(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::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space) { LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr; LLGLSLShader* shader = NULL; if (scratch_space) { GLint bits = 0; bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0; bits |= GL_DEPTH_BUFFER_BIT; scratch_space->copyContents(source, 0, 0, source.getWidth(), source.getHeight(), 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), bits, GL_NEAREST); } dest.bindTarget(); dest.clear(GL_DEPTH_BUFFER_BIT); LLStrider vert; mDeferredVB->getVertexStrider(vert); LLStrider tc0; vert[0].set(-1,1,0); vert[1].set(-1,-3,0); vert[2].set(3,1,0); if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE) { shader = &gDownsampleDepthRectProgram; shader->bind(); shader->uniform2f(sDelta, 1.f, 1.f); shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight()); } else { shader = &gDownsampleDepthProgram; shader->bind(); shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight()); shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f); } gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE); { LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } dest.flush(); if (last_shader) { last_shader->bind(); } else { shader->unbind(); } } void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space) { downsampleDepthBuffer(source, dest, scratch_space); dest.bindTarget(); doOcclusion(camera); dest.flush(); } void LLPipeline::doOcclusion(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED; if (LLPipeline::sUseOcclusion > 1 && !LLSpatialPartition::sTeleportRequested && (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck)) { LLVertexBuffer::unbind(); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) { gGL.setColorMask(true, false, false, false); } else { gGL.setColorMask(false, false); } LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0; if (bind_shader) { if (LLPipeline::sShadowRender) { gDeferredShadowCubeProgram.bind(); } else { gOcclusionCubeProgram.bind(); } } if (mCubeVB.isNull()) { //cube VB will be used for issuing occlusion queries mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); } mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) { LLSpatialGroup* group = *iter; 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); } } if (bind_shader) { if (LLPipeline::sShadowRender) { gDeferredShadowCubeProgram.unbind(); } else { gOcclusionCubeProgram.unbind(); } } gGL.setColorMask(true, false); } } bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep, bool priority) { bool update_complete = drawablep->updateGeometry(priority); if (update_complete && assertInitialized()) { drawablep->setState(LLDrawable::BUILT); } return update_complete; } void LLPipeline::updateGL() { LL_PROFILE_ZONE_SCOPED; { while (!LLGLUpdate::sGLQ.empty()) { LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); glu->updateGL(); glu->mInQ = FALSE; LLGLUpdate::sGLQ.pop_front(); } } { //seed VBO Pools LLVertexBuffer::seedPools(); } } void LLPipeline::clearRebuildGroups() { LL_PROFILE_ZONE_SCOPED; 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; // Clear the HUD groups hudGroups.clear(); mGroupQ2Locked = true; for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.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_Q2); } } // Clear the group mGroupQ2.clear(); // Copy the saved HUD groups back in mGroupQ2.assign(hudGroups.begin(), hudGroups.end()); mGroupQ2Locked = 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_Q2); drawablep->clearState(LLDrawable::IN_REBUILD_Q1); } } mBuildQ1.clear(); // clear drawables on the non-priority build queue for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin(); iter != mBuildQ2.end(); ++iter) { LLDrawable* drawablep = *iter; if (!drawablep->isDead()) { drawablep->clearState(LLDrawable::IN_REBUILD_Q2); } } mBuildQ2.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(); } void LLPipeline::rebuildPriorityGroups() { LL_PROFILE_ZONE_SCOPED; 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::rebuildGroups() { if (mGroupQ2.empty()) { return; } LL_PROFILE_ZONE_SCOPED; mGroupQ2Locked = true; // Iterate through some drawables on the non-priority build queue S32 size = (S32) mGroupQ2.size(); S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size); S32 count = 0; std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency()); LLSpatialGroup::sg_vector_t::iterator iter; LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin(); for (iter = mGroupQ2.begin(); iter != mGroupQ2.end() && count <= min_count; ++iter) { LLSpatialGroup* group = *iter; last_iter = iter; if (!group->isDead()) { group->rebuildGeom(); if (group->getSpatialPartition()->mRenderByGroup) { count++; } } group->clearState(LLSpatialGroup::IN_BUILD_Q2); } mGroupQ2.erase(mGroupQ2.begin(), ++last_iter); mGroupQ2Locked = false; updateMovedList(mMovedBridge); } void LLPipeline::updateGeom(F32 max_dtime) { LLTimer update_timer; LLPointer drawablep; LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE); 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->isState(LLDrawable::IN_REBUILD_Q2)) { drawablep->clearState(LLDrawable::IN_REBUILD_Q2); LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep); if (find != mBuildQ2.end()) { mBuildQ2.erase(find); } } if (drawablep->isUnload()) { drawablep->unload(); drawablep->clearState(LLDrawable::FOR_UNLOAD); } if (updateDrawableGeom(drawablep, TRUE)) { drawablep->clearState(LLDrawable::IN_REBUILD_Q1); mBuildQ1.erase(curiter); } } else { mBuildQ1.erase(curiter); } } // Iterate through some drawables on the non-priority build queue S32 min_count = 16; S32 size = (S32) mBuildQ2.size(); if (size > 1024) { min_count = llclamp((S32) (size * (F32) size/4096), 16, size); } S32 count = 0; max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, F32SecondsImplicit(max_dtime)); LLSpatialGroup* last_group = NULL; LLSpatialBridge* last_bridge = NULL; for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin(); iter != mBuildQ2.end(); ) { LLDrawable::drawable_list_t::iterator curiter = iter++; LLDrawable* drawablep = *curiter; LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() : drawablep->getParent()->getSpatialBridge(); if (drawablep->getSpatialGroup() != last_group && (!last_bridge || bridge != last_bridge) && (update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count) { break; } //make sure updates don't stop in the middle of a spatial group //to avoid thrashing (objects are enqueued by group) last_group = drawablep->getSpatialGroup(); last_bridge = bridge; bool update_complete = true; if (!drawablep->isDead()) { update_complete = updateDrawableGeom(drawablep, FALSE); count++; } if (update_complete) { drawablep->clearState(LLDrawable::IN_REBUILD_Q2); mBuildQ2.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; 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); } } } 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; 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, bool priority) { if (group && !group->isDead() && group->getSpatialPartition()) { if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD) { priority = true; } if (priority) { if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1)) { llassert_always(!mGroupQ1Locked); mGroupQ1.push_back(group); group->setState(LLSpatialGroup::IN_BUILD_Q1); if (group->hasState(LLSpatialGroup::IN_BUILD_Q2)) { LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group); if (iter != mGroupQ2.end()) { mGroupQ2.erase(iter); } group->clearState(LLSpatialGroup::IN_BUILD_Q2); } } } else if (!group->hasState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1)) { llassert_always(!mGroupQ2Locked); mGroupQ2.push_back(group); group->setState(LLSpatialGroup::IN_BUILD_Q2); } } } void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, bool priority) { if (drawablep && !drawablep->isDead() && assertInitialized()) { if (debugLoggingEnabled("AnimatedObjectsLinkset")) { LLVOVolume *vol_obj = drawablep->getVOVolume(); if (vol_obj && vol_obj->isAnimatedObject() && vol_obj->isRiggedMesh()) { std::string vobj_name = llformat("Vol%p", vol_obj); F32 est_tris = vol_obj->getEstTrianglesMax(); LL_DEBUGS("AnimatedObjectsLinkset") << vobj_name << " markRebuild, tris " << est_tris << " priority " << (S32) priority << " flag " << std::hex << flag << LL_ENDL; } } if (!drawablep->isState(LLDrawable::BUILT)) { priority = true; } if (priority) { if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1)) { mBuildQ1.push_back(drawablep); drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue } } else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2)) { mBuildQ2.push_back(drawablep); drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list } if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) { drawablep->getVObj()->setChanged(LLXform::SILHOUETTE); } drawablep->setState(flag); } } void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_GROUND, 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(); } LL_RECORD_BLOCK_TIME(FTM_STATESORT); //LLVertexBuffer::unbind(); grabReferences(result); for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { LLSpatialGroup* group = *iter; 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); } if (!sDelayVBUpdate) { //rebuild mesh as soon as we know it's visible group->rebuildMesh(); } } } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) { 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; group->checkOcclusion(); if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { markOccluder(group); } else { group->setVisible(); stateSort(group, camera); if (!sDelayVBUpdate) { //rebuild mesh as soon as we know it's visible group->rebuildMesh(); } } } { 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) { //avoid redundant stateSort calls group->mLastUpdateDistance = group->mDistance; } } } void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed) { LL_PROFILE_ZONE_SCOPED; 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; 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) { //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) { for (LLSpatialGroup::element_iter j = (*i)->getDataBegin(); j != (*i)->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;xgetTE(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::touchTextures(LLDrawInfo* info) { LL_PROFILE_ZONE_SCOPED; for (auto& tex : info->mTextureList) { if (tex.notNull()) { LLImageGL* gl_tex = tex->getGLTexture(); if (gl_tex && gl_tex->updateBindStats(gl_tex->mTextureMemory)) { tex->setActive(); } } } if (info->mTexture.notNull()) { info->mTexture->addTextureStats(info->mVSize); } } void LLPipeline::postSort(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED; assertInitialized(); LL_PUSH_CALLSTACKS(); //rebuild drawable geometry for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i) { LLSpatialGroup* group = *i; 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 ((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)) { //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) { touchTextures(info); addTrianglesDrawn(info->mCount, info->mDrawMode); } } } 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) { if (bridge) { LLCamera trans_camera = bridge->transformCamera(camera); group->updateDistance(trans_camera); } else { group->updateDistance(camera); } } if (hasRenderType(LLDrawPool::POOL_ALPHA)) { sCull->pushAlphaGroup(group); } } } } //flush particle VB if (LLVOPartGroup::sVB) { LLVOPartGroup::sVB->flush(); } else { LL_WARNS_ONCE() << "Missing particle buffer" << LL_ENDL; } /*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) { glGenQueriesARB(1, &mMeshDirtyQueryObject); } glBeginQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject); }*/ //pack vertex buffers for groups that chose to delay their updates for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter) { (*iter)->rebuildMesh(); } /*if (use_transform_feedback) { glEndQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); }*/ mMeshDirtyGroup.clear(); if (!sShadowRender) { std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); } 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) { 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()) { LLFloaterTelehub::addBeacons(); } if (!sShadowRender) { mSelectedFaces.clear(); if (!gNonInteractive) { LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); } // 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); } } //LLSpatialGroup::sNoDelete = FALSE; LL_PUSH_CALLSTACKS(); } void render_hud_elements() { LL_RECORD_BLOCK_TIME(FTM_RENDER_UI); gPipeline.disableLights(); LLGLDisable fog(GL_FOG); LLGLSUIDefault gls_ui; LLGLEnable stencil(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); glStencilMask(0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gGL.color4f(1,1,1,1); if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); } LLGLDepthTest depth(GL_TRUE, GL_FALSE); if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() // Draw the tracking overlays LLTracker::render3D(); // Show the property lines LLWorld::getInstance()->renderPropertyLines(); LLViewerParcelMgr::getInstance()->render(); LLViewerParcelMgr::getInstance()->renderParcelCollision(); // Render name tags. LLHUDObject::renderAll(); } 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(); } if (LLGLSLShader::sNoFixedFunction) { gUIProgram.unbind(); } gGL.flush(); } 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; LLColor4 color(1.f, 1.f, 1.f, 0.5f); LLGLEnable color_mat(GL_COLOR_MATERIAL); disableLights(); if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty()) { //draw blurry highlight image over screen LLGLEnable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); LLGLDisable test(GL_ALPHA_TEST); LLGLEnable stencil(GL_STENCIL_TEST); gGL.flush(); glStencilMask(0xFFFFFFFF); glClearStencil(1); glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); gGL.setColorMask(false, false); if (LLGLSLShader::sNoFixedFunction) { gHighlightProgram.bind(); } for (std::set::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter) { renderHighlight(iter->mItem->getVObj(), 1.f); } gGL.setColorMask(true, false); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); gGL.getTexUnit(0)->bind(&mHighlight); LLVector2 tc1; LLVector2 tc2; tc1.setVec(0,0); tc2.setVec(2,2); gGL.begin(LLRender::TRIANGLES); F32 scale = RenderHighlightBrightness; LLColor4 color = RenderHighlightColor; F32 thickness = RenderHighlightThickness; for (S32 pass = 0; pass < 2; ++pass) { if (pass == 0) { gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); } else { gGL.setSceneBlendType(LLRender::BT_ALPHA); } for (S32 i = 0; i < 8; ++i) { for (S32 j = 0; j < 8; ++j) { LLVector2 tc(i-4+0.5f, j-4+0.5f); F32 dist = 1.f-(tc.length()/sqrtf(32.f)); dist *= scale/64.f; tc *= thickness; tc.mV[0] = (tc.mV[0])/mHighlight.getWidth(); tc.mV[1] = (tc.mV[1])/mHighlight.getHeight(); gGL.color4f(color.mV[0], color.mV[1], color.mV[2], color.mV[3]*dist); gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]); gGL.vertex2f(-1,3); gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]); gGL.vertex2f(-1,-1); gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]); gGL.vertex2f(3,-1); } } } gGL.end(); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); //gGL.setSceneBlendType(LLRender::BT_ALPHA); } if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); gGL.diffuseColor4f(1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep) { mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP)) { // Make sure the selection image gets downloaded and decoded mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); U32 count = mSelectedFaces.size(); for (U32 i = 0; i < count; i++) { LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; return; } facep->renderSelected(mFaceSelectImagep, color); } } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { // Paint 'em red! color.setVec(1.f, 0.f, 0.f, 0.5f); int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) { LLFace* facep = mHighlightFaces[i]; facep->renderSelected(LLViewerTexture::sNullImagep, color); } } // Contains a list of the faces of objects that are physical or // have touch-handlers. mHighlightFaces.clear(); if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) { gHighlightProgram.unbind(); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)) { color.setVec(1.0f, 0.5f, 0.5f, 0.5f); if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightNormalProgram.bind(); gGL.diffuseColor4f(1,1,1,0.5f); } mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); U32 count = mSelectedFaces.size(); for (U32 i = 0; i < count; i++) { LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; return; } facep->renderSelected(mFaceSelectImagep, color); } if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightNormalProgram.unbind(); } } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)) { color.setVec(0.0f, 0.3f, 1.0f, 0.8f); if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightSpecularProgram.bind(); gGL.diffuseColor4f(1,1,1,0.5f); } mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); U32 count = mSelectedFaces.size(); for (U32 i = 0; i < count; i++) { LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; return; } facep->renderSelected(mFaceSelectImagep, color); } if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightSpecularProgram.unbind(); } } } //debug use U32 LLPipeline::sCurRenderPoolType = 0 ; void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate) { LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); assertInitialized(); F32 saved_modelview[16]; F32 saved_projection[16]; //HACK: preserve/restore matrices around HUD render if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { for (U32 i = 0; i < 16; i++) { saved_modelview[i] = gGLModelView[i]; saved_projection[i] = gGLProjection[i]; } } /////////////////////////////////////////// // // Sync and verify GL state // // stop_glerror(); LLVertexBuffer::unbind(); // Do verification of GL state LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); if (mRenderDebugMask & RENDER_DEBUG_VERIFY) { if (!verify()) { LL_ERRS() << "Pipeline verification failed!" << LL_ENDL; } } LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO"); // Initialize lots of GL state to "safe" values gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); LLGLSPipeline gls_pipeline; LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2); // Toggle backface culling for debugging LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0); // Set fog bool use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG); LLGLEnable fog_enable(use_fog && !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0); gSky.updateFog(camera.getFar()); if (!use_fog) { sUnderWaterRender = false; } gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep); LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP); ////////////////////////////////////////////// // // Actually render all of the geometry // // stop_glerror(); LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools"); for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; if (hasRenderType(poolp->getType())) { poolp->prerender(); } } { LL_RECORD_BLOCK_TIME(FTM_POOLS); // HACK: don't calculate local lights if we're rendering the HUD! // Removing this check will cause bad flickering when there are // HUD elements being rendered AND the user is in flycam mode -nyx if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { calcNearbyLights(camera); setupHWLights(NULL); } bool occlude = sUseOcclusion > 1; U32 cur_type = 0; pool_set_t::iterator iter1 = mPools.begin(); while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; cur_type = poolp->getType(); //debug use sCurRenderPoolType = cur_type ; if (occlude && cur_type >= LLDrawPool::POOL_GRASS) { occlude = false; gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera); } pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0) { LL_RECORD_BLOCK_TIME(FTM_POOLRENDER); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); for( S32 i = 0; i < poolp->getNumPasses(); i++ ) { LLVertexBuffer::unbind(); poolp->beginRenderPass(i); for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } if ( !p->getSkipRenderFlag() ) { p->render(i); } } poolp->endRenderPass(i); LLVertexBuffer::unbind(); if (gDebugGL) { std::string msg = llformat("pass %d", i); LLGLState::checkStates(msg); //LLGLState::checkTextureChannels(msg); //LLGLState::checkClientArrays(msg); } } } 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(); } LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd"); LLVertexBuffer::unbind(); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); if (occlude) { occlude = false; gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera); } } LLVertexBuffer::unbind(); LLGLState::checkStates(); if (!LLPipeline::sImpostorRender) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); if (!sReflectionRender) { renderHighlights(); } // Contains a list of the faces of objects that are physical or // have touch-handlers. mHighlightFaces.clear(); LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); renderDebug(); LLVertexBuffer::unbind(); if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) { if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { // Render debugging beacons. gObjectList.renderObjectBeacons(); gObjectList.resetObjectBeacons(); gSky.addSunMoonBeacons(); } else { // Make sure particle effects disappear LLHUDObject::renderAllForTimer(); } } else { // Make sure particle effects disappear LLHUDObject::renderAllForTimer(); } LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); //HACK: preserve/restore matrices around HUD render if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { for (U32 i = 0; i < 16; i++) { gGLModelView[i] = saved_modelview[i]; gGLProjection[i] = saved_projection[i]; } } } LLVertexBuffer::unbind(); LLGLState::checkStates(); // LLGLState::checkTextureChannels(); // LLGLState::checkClientArrays(); } void LLPipeline::renderGeomDeferred(LLCamera& camera) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); { // SL-15709 -- NOTE: Tracy only allows one ZoneScoped per function. // Solutions are: // 1. Use a new scope // 2. Use named zones // 3. Use transient zones LL_RECORD_BLOCK_TIME(FTM_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(); } } LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); 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(); pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) { LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER); 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(); if (gDebugGL || gDebugPipeline) { 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 } void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) { LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLS); U32 cur_type = 0; LLGLEnable cull(GL_CULL_FACE); LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); calcNearbyLights(camera); setupHWLights(NULL); gGL.setColorMask(true, false); pool_set_t::iterator iter1 = mPools.begin(); bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; cur_type = poolp->getType(); if (occlude && cur_type >= LLDrawPool::POOL_GRASS) { occlude = false; gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth); gGL.setColorMask(true, false); } pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) { LL_RECORD_BLOCK_TIME(FTM_POST_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(); } } } 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 (occlude) { occlude = false; LLGLSLShader::bindNoShader(); doOcclusion(camera); gGLLastMatrix = NULL; gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); } } void LLPipeline::renderGeomShadow(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED; 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(); 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.loadMatrix(gGLModelView); } void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type) { LL_PROFILE_ZONE_SCOPED; assertInitialized(); S32 count = 0; if (render_type == LLRender::TRIANGLE_STRIP) { count = index_count-2; } else { count = index_count/3; } record(sStatBatchSize, count); add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count)); if (LLPipeline::sRenderFrameTest) { gViewerWindow->getWindow()->swapBuffers(); ms_sleep(16); } } void LLPipeline::renderPhysicsDisplay() { if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { return; } allocatePhysicsBuffer(); gGL.flush(); mPhysicsDisplay.bindTarget(); glClearColor(0,0,0,1); gGL.setColorMask(true, true); mPhysicsDisplay.clear(); glClearColor(0,0,0,0); gGL.setColorMask(true, false); if (LLGLSLShader::sNoFixedFunction) { gDebugProgram.bind(); } 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(); } } } } gGL.flush(); if (LLGLSLShader::sNoFixedFunction) { gDebugProgram.unbind(); } mPhysicsDisplay.flush(); } extern std::set visible_selected_groups; void LLPipeline::renderDebug() { 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() ) { if (LLGLSLShader::sNoFixedFunction) { 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 ) ) { if (LLGLSLShader::sNoFixedFunction) { //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(); } else { llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); } } } } //pathing console renderables LLHandle pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle(); if (!pathfindingConsoleHandle.isDead()) { LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get(); if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() ) { F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); if (LLGLSLShader::sNoFixedFunction) { 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 | 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 if (LLGLSLShader::sNoFixedFunction) { gPathfindingNoNormalsProgram.bind(); gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f); gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f); llPathingLibInstance->renderNavMeshEdges(); gPathfindingProgram.bind(); } else { llPathingLibInstance->renderNavMeshEdges(); } gGL.flush(); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); glLineWidth(1.0f); gGL.flush(); } //User designated path if ( LLPathfindingPathTool::getInstance()->isRenderPath() ) { //The path if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); llPathingLibInstance->renderPath(); gPathfindingProgram.bind(); } else { llPathingLibInstance->renderPath(); } //The bookends if (LLGLSLShader::sNoFixedFunction) { //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(); } else { llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); } } if ( pathfindingConsole->isRenderWaterPlane() ) { if (LLGLSLShader::sNoFixedFunction) { LLGLEnable blend(GL_BLEND); gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() ); } else { 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 if (LLGLSLShader::sNoFixedFunction) { gPathfindingNoNormalsProgram.bind(); gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); llPathingLibInstance->renderNavMeshEdges(); gPathfindingProgram.bind(); } else { llPathingLibInstance->renderNavMeshEdges(); } gGL.flush(); glLineWidth(1.0f); } glPolygonOffset(0.f, 0.f); gGL.flush(); if (LLGLSLShader::sNoFixedFunction) { gPathfindingProgram.unbind(); } } } } } gGL.color4f(1,1,1,1); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); gGL.setColorMask(true, false); if (!hud_only && !mDebugBlips.empty()) { //render debug blips if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); } 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. 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 ( (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(); } } if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction) { //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(); if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); } if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only) { //draw crosshairs on particle intersection if (gDebugRaycastParticle) { if (LLGLSLShader::sNoFixedFunction) { //this debug display requires shaders 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)) { 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(); } } if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE) { U32 count = 0; U32 size = mGroupQ2.size(); LLColor4 col; LLVertexBuffer::unbind(); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); gGL.pushMatrix(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter) { LLSpatialGroup* group = *iter; if (group->isDead()) { continue; } LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge(); if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead())) { continue; } if (bridge) { gGL.pushMatrix(); gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); } F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f); LLVector2 c(1.f-alpha, alpha); c.normVec(); ++count; col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f); group->drawObjectBox(col); if (bridge) { gGL.popMatrix(); } } gGL.popMatrix(); } gGL.flush(); if (LLGLSLShader::sNoFixedFunction) { gUIProgram.unbind(); } } void LLPipeline::rebuildPools() { LL_PROFILE_ZONE_SCOPED; assertInitialized(); S32 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_INVISIBLE: if (mInvisiblePool) { llassert(0); LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; } else { mInvisiblePool = (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: if( mAlphaPool ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << LL_ENDL; } else { mAlphaPool = (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_GROUND: if( mGroundPool ) { llassert(0); LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << LL_ENDL; } else { mGroundPool = 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; 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_INVISIBLE: llassert(mInvisiblePool == poolp); mInvisiblePool = 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: llassert( poolp == mAlphaPool ); mAlphaPool = NULL; 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_GROUND: llassert( poolp == mGroundPool ); mGroundPool = 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; 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) // Always true (unless overridden in a devs .ini) { 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) { 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) { assertInitialized(); if (LLPipeline::sReflectionRender) { return; } if (mLightingDetail >= 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()) ) { 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::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())) { // 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(LLDrawPool* pool) { assertInitialized(); LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); if (!LLGLSLShader::sNoFixedFunction) { gGL.syncMatrices(); } // 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; if (mLightingDetail >= 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_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); 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 if (!LLGLSLShader::sNoFixedFunction) { glDisable(GL_LIGHTING); } for (S32 i = 0; i < 8; ++i) { gGL.getLight(i)->disable(); } mLightMask = 0; } void LLPipeline::enableLights(U32 mask) { assertInitialized(); if (mLightingDetail == 0) { mask &= 0xf003; // sun and backlight only (and fullbright bit) } if (mLightMask != mask) { stop_glerror(); if (!mLightMask) { if (!LLGLSLShader::sNoFixedFunction) { glEnable(GL_LIGHTING); } } 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(); } else { if (!LLGLSLShader::sNoFixedFunction) { glDisable(GL_LIGHTING); } } mLightMask = mask; stop_glerror(); } } void LLPipeline::enableLightsStatic() { assertInitialized(); U32 mask = 0x01; // Sun if (mLightingDetail >= 2) { mask |= mLightMovingMask; // Hardware moving lights } else { mask |= 0xff & (~2); // Hardware local lights } enableLights(mask); } void LLPipeline::enableLightsDynamic() { assertInitialized(); U32 mask = 0xff & (~2); // Local lights enableLights(mask); if (isAgentAvatarValid() && getLightingDetail() <= 0) { 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(); if (!LLGLSLShader::sNoFixedFunction) { glEnable(GL_LIGHTING); } 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; } if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end()) { LL_INFOS() << "In mBuildQ2" << 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) { U32 bit = (1<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, 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, 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; 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_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, 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, 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 (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin(); iter != LLCharacter::sInstances.end(); ++iter) { LLVOAvatar* av = (LLVOAvatar*) *iter; if (av->mNameText.notNull() && av->mNameText->lineSegmentIntersect(start, local_end, position)) { drawable = av->mDrawable; local_end = position; } } 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, 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::resetVertexBuffers() { mResetVertexBuffers = true; } void LLPipeline::doResetVertexBuffers(bool forced) { if (!mResetVertexBuffers) { return; } if(!forced && LLSpatialPartition::sTeleportRequested) { if(gAgent.getTeleportState() != LLAgent::TELEPORT_NONE) { return; //wait for teleporting to finish } else { //teleporting aborted LLSpatialPartition::sTeleportRequested = FALSE; mResetVertexBuffers = false; return; } } LL_PROFILE_ZONE_SCOPED; mResetVertexBuffers = false; mCubeVB = NULL; 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->resetVertexBuffers(); } } } if(LLSpatialPartition::sTeleportRequested) { LLSpatialPartition::sTeleportRequested = FALSE; LLWorld::getInstance()->clearAllVisibleObjects(); clearRebuildDrawables(); } resetDrawOrders(); gSky.resetVertexBuffers(); LLVOPartGroup::destroyGL(); if ( LLPathingLib::getInstance() ) { LLPathingLib::getInstance()->cleanupVBOManager(); } LLVOPartGroup::destroyGL(); SUBSYSTEM_CLEANUP(LLVertexBuffer); //delete all name pool caches LLGLNamePool::cleanupPools(); if (LLVertexBuffer::sGLCount > 0) { LL_WARNS() << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << LL_ENDL; } LLVertexBuffer::unbind(); updateRenderBump(); updateRenderDeferred(); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight"); sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha"); LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind"); LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping); LLVOPartGroup::restoreGL(); } void LLPipeline::renderObjects(U32 type, U32 mask, bool texture, bool batch_texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mSimplePool->pushRiggedBatches(type + 1, mask, texture, batch_texture); } else { mSimplePool->pushBatches(type, mask, texture, batch_texture); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } void LLPipeline::renderAlphaObjects(U32 mask, bool texture, bool batch_texture, bool rigged) { LL_PROFILE_ZONE_SCOPED; assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; U32 type = LLRenderPass::PASS_ALPHA; LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; for (LLCullResult::drawinfo_iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i) { LLDrawInfo* pparams = *i; if (pparams) { if (rigged) { if (pparams->mAvatar != nullptr) { if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) { mSimplePool->uploadMatrixPalette(*pparams); lastAvatar = pparams->mAvatar; lastMeshId = pparams->mSkinInfo->mHash; } mSimplePool->pushBatch(*pparams, mask | LLVertexBuffer::MAP_WEIGHT4, texture, batch_texture); } } else if (pparams->mAvatar == nullptr) { mSimplePool->pushBatch(*pparams, mask, texture, batch_texture); } } } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } void LLPipeline::renderMaskedObjects(U32 type, U32 mask, bool texture, bool batch_texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mAlphaMaskPool->pushRiggedMaskBatches(type+1, mask, texture, batch_texture); } else { mAlphaMaskPool->pushMaskBatches(type, mask, texture, batch_texture); } gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; } void LLPipeline::renderFullbrightMaskedObjects(U32 type, U32 mask, bool texture, bool batch_texture, bool rigged) { assertInitialized(); gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; if (rigged) { mFullbrightAlphaMaskPool->pushRiggedMaskBatches(type+1, mask, texture, batch_texture); } else { mFullbrightAlphaMaskPool->pushMaskBatches(type, mask, 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::renderFinalize() { LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); assertInitialized(); if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } LLVector2 tc1(0, 0); LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2); LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); gGL.color4f(1, 1, 1, 1); LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); enableLightsFullbright(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.loadIdentity(); LLGLDisable test(GL_ALPHA_TEST); gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); if (sRenderGlow) { mGlow[2].bindTarget(); mGlow[2].clear(); gGlowExtractProgram.bind(); F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); F32 maxAlpha = RenderGlowMaxExtractAlpha; F32 warmthAmount = RenderGlowWarmthAmount; LLVector3 lumWeights = RenderGlowLumWeights; LLVector3 warmthWeights = RenderGlowWarmthWeights; gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); 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); { LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); gGL.color4f(1, 1, 1, 1); gPipeline.enableLightsFullbright(); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); gGL.getTexUnit(0)->unbind(mScreen.getUsage()); mGlow[2].flush(); tc1.setVec(0, 0); tc2.setVec(2, 2); } // 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) { gGL.getTexUnit(0)->bind(&mGlow[2]); } else { gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]); } if (i % 2 == 0) { gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); } else { gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); 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(); } 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]); tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight()); gGL.flush(); LLVertexBuffer::unbind(); if (LLPipeline::sRenderDeferred) { bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && RenderDepthOfField; bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); gViewerWindow->setup3DViewport(); if (dof_enabled) { LLGLSLShader *shader = &gDeferredPostProgram; 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, NULL, -1, FALSE, FALSE, NULL, &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) mScreen.getWidth()/(F32)mScreen.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 mDeferredLight.bindTarget(); shader = &gDeferredCoFProgram; bindDeferredShader(*shader); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); } shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); unbindDeferredShader(*shader); mDeferredLight.flush(); } U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale); U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale); { // perform DoF sampling at half-res (preserve alpha channel) mScreen.bindTarget(); glViewport(0, 0, dof_width, dof_height); gGL.setColorMask(true, false); shader = &gDeferredPostProgram; bindDeferredShader(*shader); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); if (channel > -1) { mDeferredLight.bindTexture(0, channel); } shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); unbindDeferredShader(*shader); mScreen.flush(); gGL.setColorMask(true, true); } { // combine result based on alpha if (multisample) { mDeferredLight.bindTarget(); glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); } else { 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]); } shader = &gDeferredDoFCombineProgram; bindDeferredShader(*shader); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); } shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1); shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); unbindDeferredShader(*shader); if (multisample) { mDeferredLight.flush(); } } } else { if (multisample) { mDeferredLight.bindTarget(); } LLGLSLShader *shader = &gDeferredPostNoDoFProgram; bindDeferredShader(*shader); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); } gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); unbindDeferredShader(*shader); if (multisample) { mDeferredLight.flush(); } } if (multisample) { // bake out texture2D with RGBL for FXAA shader mFXAABuffer.bindTarget(); S32 width = mScreen.getWidth(); S32 height = mScreen.getHeight(); glViewport(0, 0, width, height); LLGLSLShader *shader = &gGlowCombineFXAAProgram; shader->bind(); shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); if (channel > -1) { mDeferredLight.bindTexture(0, channel); } gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1, -1); gGL.vertex2f(-1, 3); gGL.vertex2f(3, -1); gGL.end(); gGL.flush(); shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); shader->unbind(); mFXAABuffer.flush(); shader = &gFXAAProgram; shader->bind(); channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); if (channel > -1) { mFXAABuffer.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 / mFXAABuffer.getWidth(); F32 scale_y = (F32) height / mFXAABuffer.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); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1, -1); gGL.vertex2f(-1, 3); gGL.vertex2f(3, -1); gGL.end(); gGL.flush(); shader->unbind(); } } else // not deferred { U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; LLPointer buff = new LLVertexBuffer(mask, 0); buff->allocateBuffer(3, 0, TRUE); LLStrider v; LLStrider uv1; LLStrider uv2; buff->getVertexStrider(v); buff->getTexCoord0Strider(uv1); buff->getTexCoord1Strider(uv2); uv1[0] = LLVector2(0, 0); uv1[1] = LLVector2(0, 2); uv1[2] = LLVector2(2, 0); uv2[0] = LLVector2(0, 0); uv2[1] = LLVector2(0, tc2.mV[1] * 2.f); uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0); v[0] = LLVector3(-1, -1, 0); v[1] = LLVector3(-1, 3, 0); v[2] = LLVector3(3, -1, 0); buff->flush(); LLGLDisable blend(GL_BLEND); if (LLGLSLShader::sNoFixedFunction) { gGlowCombineProgram.bind(); } else { // tex unit 0 gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); // tex unit 1 gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); } gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); buff->setBuffer(mask); buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); if (LLGLSLShader::sNoFixedFunction) { gGlowCombineProgram.unbind(); } else { gGL.getTexUnit(1)->disable(); gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } } gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { if (LLGLSLShader::sNoFixedFunction) { gSplatTextureRectProgram.bind(); } gGL.setColorMask(true, false); LLVector2 tc1(0, 0); LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2, (F32) gViewerWindow->getWorldViewHeightRaw() * 2); LLGLEnable blend(GL_BLEND); gGL.color4f(1, 1, 1, 0.75f); gGL.getTexUnit(0)->bind(&mPhysicsDisplay); gGL.begin(LLRender::TRIANGLES); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); gGL.flush(); if (LLGLSLShader::sNoFixedFunction) { gSplatTextureRectProgram.unbind(); } } if (LLRenderTarget::sUseFBO) { // copy depth buffer from mScreen to framebuffer LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); } gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); } void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target) { LL_PROFILE_ZONE_SCOPED; LLRenderTarget* deferred_target = &mDeferredScreen; LLRenderTarget* deferred_depth_target = &mDeferredDepth; LLRenderTarget* deferred_light_target = &mDeferredLight; 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); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE); stop_glerror(); } glh::matrix4f projection = get_current_projection(); glh::matrix4f inv_proj = projection.inverse(); if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1) { shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); } 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, mReflectionModelView.m); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); } stop_glerror(); light_target = light_target ? light_target : deferred_light_target; channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); if (channel > -1) { light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { mGlow[1].bindTexture(0, channel); } stop_glerror(); for (U32 i = 0; i < 4; i++) { LLRenderTarget* shadow_target = getShadowTarget(i); if (shadow_target) { channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); stop_glerror(); if (channel > -1) { stop_glerror(); gGL.getTexUnit(channel)->bind(getShadowTarget(i), TRUE); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); stop_glerror(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); stop_glerror(); } } } for (U32 i = 4; i < 6; i++) { channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i); stop_glerror(); if (channel > -1) { stop_glerror(); LLRenderTarget* shadow_target = getShadowTarget(i); if (shadow_target) { gGL.getTexUnit(channel)->bind(shadow_target, TRUE); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); stop_glerror(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); stop_glerror(); } } } stop_glerror(); F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { mat[i] = mSunShadowMatrix[0].m[i]; mat[i+16] = mSunShadowMatrix[1].m[i]; mat[i+32] = mSunShadowMatrix[2].m[i]; mat[i+48] = mSunShadowMatrix[3].m[i]; mat[i+64] = mSunShadowMatrix[4].m[i]; mat[i+80] = mSunShadowMatrix[5].m[i]; } shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat); stop_glerror(); 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); } } 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()); } } 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, RenderSSAOMaxScale); F32 ssao_factor = RenderSSAOFactor; shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); LLVector3 ssao_effect = RenderSSAOEffect; F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; // 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, deferred_target->getWidth(), 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, mShadow[0].getWidth(), mShadow[0].getHeight()); shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m); } shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV); shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV); LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t sky = environment.getCurrentSky(); } 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(LLRenderTarget *screen_target) { LL_PROFILE_ZONE_SCOPED; if (!sCull) { return; } LLRenderTarget *deferred_target = &mDeferredScreen; LLRenderTarget *deferred_depth_target = &mDeferredDepth; LLRenderTarget *deferred_light_target = &mDeferredLight; { LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); LLViewerCamera *camera = LLViewerCamera::getInstance(); { LLGLDepthTest depth(GL_TRUE); deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(), 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); } // ati doesn't seem to love actually using the stencil buffer on FBO's LLGLDisable stencil(GL_STENCIL_TEST); // glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); gGL.setColorMask(true, true); // draw a cube around every light LLVertexBuffer::unbind(); LLGLEnable cull(GL_CULL_FACE); LLGLEnable blend(GL_BLEND); glh::matrix4f mat = copy_matrix(gGLModelView); LLStrider vert; mDeferredVB->getVertexStrider(vert); vert[0].set(-1, 1, 0); vert[1].set(-1, -3, 0); vert[2].set(3, 1, 0); setupHWLights(NULL); // to set mSun/MoonDir; glh::vec4f tc(mSunDir.mV); mat.mult_matrix_vec(tc); mTransformedSunDir.set(tc.v); glh::vec4f tc_moon(mMoonDir.mV); mat.mult_matrix_vec(tc_moon); mTransformedMoonDir.set(tc_moon.v); gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); if (RenderDeferredSSAO || RenderShadowDetail > 0) { deferred_light_target->bindTarget(); { // paint shadow/SSAO light map (direct lighting lightmap) LL_PROFILE_ZONE_NAMED("renderDeferredLighting - sun shadow"); bindDeferredShader(gDeferredSunProgram, deferred_light_target); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glClearColor(1, 1, 1, 1); deferred_light_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); const U32 slice = 32; F32 offset[slice * 3]; for (U32 i = 0; i < 4; i++) { for (U32 j = 0; j < 8; j++) { glh::vec3f v; v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); v.normalize(); inv_trans.mult_matrix_vec(v); v.normalize(); offset[(i * 8 + j) * 3 + 0] = v.v[0]; offset[(i * 8 + j) * 3 + 1] = v.v[2]; offset[(i * 8 + j) * 3 + 2] = v.v[1]; } } gDeferredSunProgram.uniform3fv(sOffset, slice, offset); gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->getHeight()); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } unbindDeferredShader(gDeferredSunProgram); } deferred_light_target->flush(); } if (RenderDeferredSSAO) { // soften direct lighting lightmap LL_PROFILE_ZONE_NAMED("renderDeferredLighting - 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); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); 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); stop_glerror(); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } screen_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, screen_target); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); deferred_light_target->bindTarget(); gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); stop_glerror(); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } stop_glerror(); gGL.popMatrix(); stop_glerror(); gGL.matrixMode(LLRender::MM_MODELVIEW); stop_glerror(); gGL.popMatrix(); stop_glerror(); 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 = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; LL_PROFILE_ZONE_NAMED("renderDeferredLighting - atmospherics"); bindDeferredShader(soften_shader); LLEnvironment &environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); // full screen blit gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); } { // render non-deferred geometry (fullbright, alpha, etc) LLGLDisable blend(GL_BLEND); LLGLDisable stencil(GL_STENCIL_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); gPipeline.pushRenderTypeMask(); gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::RENDER_TYPE_WL_SKY, LLPipeline::END_RENDER_TYPES); renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); gPipeline.popRenderTypeMask(); } bool render_local = RenderLocalLights; if (render_local) { gGL.setSceneBlendType(LLRender::BT_ADD); std::list fullscreen_lights; LLDrawable::drawable_list_t spot_lights; LLDrawable::drawable_list_t fullscreen_spot_lights; for (U32 i = 0; i < 2; i++) { mTargetShadowSpotLight[i] = NULL; } std::list light_colors; LLVertexBuffer::unbind(); { LL_PROFILE_ZONE_NAMED("renderDeferredLighting - local lights"); bindDeferredShader(gDeferredLightProgram); if (mCubeVB.isNull()) { mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); } mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); 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 for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) { 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(); 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 (render_local) { 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)); stop_glerror(); } } else { if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); fullscreen_spot_lights.push_back(drawablep); continue; } glh::vec3f tc(c); mat.mult_matrix_vec(tc); fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], 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("renderDeferredLighting - projectors"); LLGLDepthTest depth(GL_TRUE, GL_FALSE); bindDeferredShader(gDeferredSpotLightProgram); mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); 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(); 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); } // reset mDeferredVB to fullscreen triangle mDeferredVB->getVertexStrider(vert); vert[0].set(-1, 1, 0); vert[1].set(-1, -3, 0); vert[2].set(3, 1, 0); { LL_PROFILE_ZONE_NAMED("renderDeferredLighting - fullscreen lights"); LLGLDepthTest depth(GL_FALSE); // full screen blit gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); 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; mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } bindDeferredShader(gDeferredMultiSpotLightProgram); gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); 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++; glh::vec3f tc(c); mat.mult_matrix_vec(tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } } gGL.setColorMask(true, true); } screen_target->flush(); // gamma correct lighting gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.loadIdentity(); { LLGLDepthTest depth(GL_FALSE, GL_FALSE); LLVector2 tc1(0, 0); LLVector2 tc2((F32) screen_target->getWidth() * 2, (F32) screen_target->getHeight() * 2); screen_target->bindTarget(); // Apply gamma correction to the frame here. gDeferredPostGammaCorrectProgram.bind(); // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); S32 channel = 0; channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); if (channel > -1) { screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); } gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1, -1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1, 3); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(3, -1); gGL.end(); gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); gDeferredPostGammaCorrectProgram.unbind(); screen_target->flush(); } gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); screen_target->bindTarget(); { // render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); LLGLDisable stencil(GL_STENCIL_TEST); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, LLPipeline::RENDER_TYPE_FULLBRIGHT, LLPipeline::RENDER_TYPE_VOLUME, LLPipeline::RENDER_TYPE_GLOW, LLPipeline::RENDER_TYPE_BUMP, 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_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, END_RENDER_TYPES); renderGeomPostDeferred(*LLViewerCamera::getInstance()); popRenderTypeMask(); } { // render highlights, etc. renderHighlights(); mHighlightFaces.clear(); renderDebug(); LLVertexBuffer::unbind(); if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { // Render debugging beacons. gObjectList.renderObjectBeacons(); gObjectList.resetObjectBeacons(); gSky.addSunMoonBeacons(); } } screen_target->flush(); } 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)); glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; glh::matrix4f screen_to_light = light_to_screen.inverse(); 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 * RAD_TO_DEG; F32 aspect = width/height; glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.f, 0.5f, 0.f, 0.f, 0.5f, 0.5f, 0.f, 0.f, 0.f, 1.f); glh::vec3f p1(0, 0, -(near_clip+0.01f)); glh::vec3f p2(0, 0, -(near_clip+1.f)); glh::vec3f screen_origin(0, 0, 0); light_to_screen.mult_matrix_vec(p1); light_to_screen.mult_matrix_vec(p2); light_to_screen.mult_matrix_vec(screen_origin); glh::vec3f n = p2-p1; n.normalize(); F32 proj_range = far_clip - near_clip; glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); 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); } { LLDrawable* potential = drawablep; //determine if this is a good light for casting 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; } } } 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(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 = &mDeferredScreen; LLRenderTarget* deferred_depth_target = &mDeferredDepth; LLRenderTarget* deferred_light_target = &mDeferredLight; stop_glerror(); shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_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_ARB, 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_ARB, GL_NONE); } } shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); 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(); } } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); } inline float sgn(float a) { if (a > 0.0F) return (1.0F); if (a < 0.0F) return (-1.0F); return (0.0F); } void LLPipeline::generateWaterReflection(LLCamera& camera_in) { LL_PROFILE_ZONE_SCOPED; if (!assertInitialized()) { return; } if (LLPipeline::sWaterReflections && LLDrawPoolWater::sNeedsReflectionUpdate) { bool skip_avatar_update = false; if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) { skip_avatar_update = true; } LLCamera camera = camera_in; camera.setFar(camera_in.getFar() * 0.75f); bool camera_is_underwater = LLViewerCamera::getInstance()->cameraUnderWater(); LLPipeline::sReflectionRender = true; gPipeline.pushRenderTypeMask(); glh::matrix4f saved_modelview = get_current_modelview(); glh::matrix4f saved_projection = get_current_projection(); glh::matrix4f mat; S32 reflection_detail = RenderReflectionDetail; F32 water_height = gAgent.getRegion()->getWaterHeight(); F32 camera_height = camera_in.getOrigin().mV[VZ]; F32 distance_to_water = (water_height < camera_height) ? (camera_height - water_height) : (water_height - camera_height); LLVector3 reflection_offset = LLVector3(0, 0, distance_to_water * 2.0f); LLVector3 camera_look_at = camera_in.getAtAxis(); LLVector3 reflection_look_at = LLVector3(camera_look_at.mV[VX], camera_look_at.mV[VY], -camera_look_at.mV[VZ]); LLVector3 reflect_origin = camera_in.getOrigin() - reflection_offset; LLVector3 reflect_interest_point = reflect_origin + (reflection_look_at * 5.0f); camera.setOriginAndLookAt(reflect_origin, LLVector3::z_axis, reflect_interest_point); //plane params LLPlane plane; LLVector3 pnorm; S32 water_clip = 0; if (!camera_is_underwater) { //camera is above water, clip plane points up pnorm.setVec(0,0,1); plane.setVec(pnorm, -water_height); water_clip = 1; } else { //camera is below water, clip plane points down pnorm = LLVector3(0,0,-1); plane.setVec(pnorm, water_height); water_clip = -1; } if (!camera_is_underwater) { //generate planar reflection map LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0; gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); mat.set_scale(glh::vec3f(1, 1, -1)); mat.set_translate(glh::vec3f(0,0,water_height*2.f)); mat = saved_modelview * mat; mReflectionModelView = mat; set_current_modelview(mat); gGL.loadMatrix(mat.m); LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE); glh::vec3f origin(0, 0, 0); glh::matrix4f inv_mat = mat.inverse(); inv_mat.mult_matrix_vec(origin); camera.setOrigin(origin.v); glCullFace(GL_FRONT); if (LLDrawPoolWater::sNeedsReflectionUpdate) { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); glClearColor(0,0,0,0); mWaterRef.bindTarget(); gGL.setColorMask(true, true); mWaterRef.clear(); gGL.setColorMask(true, false); mWaterRef.getViewport(gGLViewport); //initial sky pass (no user clip plane) //mask out everything but the sky gPipeline.pushRenderTypeMask(); { if (reflection_detail >= WATER_REFLECT_MINIMAL) { gPipeline.andRenderTypeMask( LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_WL_SKY, LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::END_RENDER_TYPES); } else { gPipeline.andRenderTypeMask( LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_WL_SKY, LLPipeline::END_RENDER_TYPES); } updateCull(camera, mSky); stateSort(camera, mSky); renderGeom(camera, TRUE); } gPipeline.popRenderTypeMask(); if (reflection_detail >= WATER_REFLECT_NONE_WATER_TRANSPARENT) { gPipeline.pushRenderTypeMask(); { clearRenderTypeMask( LLPipeline::RENDER_TYPE_WATER, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_GROUND, LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::END_RENDER_TYPES); if (reflection_detail > WATER_REFLECT_MINIMAL) { //mask out selected geometry based on reflection detail if (reflection_detail < WATER_REFLECT_EVERYTHING) { clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES); if (reflection_detail < WATER_REFLECT_AVATARS) { clearRenderTypeMask( LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, END_RENDER_TYPES); if (reflection_detail < WATER_REFLECT_STATIC_OBJECTS) { clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES); } } } LLGLUserClipPlane clip_plane(plane, mReflectionModelView, saved_projection); LLGLDisable cull(GL_CULL_FACE); updateCull(camera, mReflectedObjects, -water_clip, &plane); stateSort(camera, mReflectedObjects); renderGeom(camera); } } gPipeline.popRenderTypeMask(); } mWaterRef.flush(); } glCullFace(GL_BACK); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); set_current_modelview(saved_modelview); } camera.setOrigin(camera_in.getOrigin()); //render distortion map static bool last_update = true; if (last_update) { gPipeline.pushRenderTypeMask(); camera.setFar(camera_in.getFar()); clearRenderTypeMask( LLPipeline::RENDER_TYPE_WATER, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_GROUND, END_RENDER_TYPES); // intentionally inverted so that distortion map contents (objects under the water when we're above it) // will properly include water fog effects LLPipeline::sUnderWaterRender = !camera_is_underwater; if (LLPipeline::sUnderWaterRender) { clearRenderTypeMask( LLPipeline::RENDER_TYPE_GROUND, LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::RENDER_TYPE_WL_SKY, END_RENDER_TYPES); } LLViewerCamera::updateFrustumPlanes(camera); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); if (LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsDistortionUpdate) { LLPipeline::sDistortionRender = true; LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1; mWaterDis.bindTarget(); mWaterDis.getViewport(gGLViewport); gGL.setColorMask(true, true); mWaterDis.clear(); gGL.setColorMask(true, false); F32 water_dist = water_height * LLPipeline::sDistortionWaterClipPlaneMargin; //clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself, // but not so much as to clip out parts of avatars that should be seen under the water in the distortion map LLPlane plane(-pnorm, camera_is_underwater ? -water_height : water_dist); LLGLUserClipPlane clip_plane(plane, saved_modelview, saved_projection); gGL.setColorMask(true, true); mWaterDis.clear(); gGL.setColorMask(true, false); if (reflection_detail >= WATER_REFLECT_NONE_WATER_TRANSPARENT) { updateCull(camera, mRefractedObjects, water_clip, &plane); stateSort(camera, mRefractedObjects); renderGeom(camera); } if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); } LLWorld::getInstance()->renderPropertyLines(); if (LLGLSLShader::sNoFixedFunction) { gUIProgram.unbind(); } mWaterDis.flush(); } LLPipeline::sDistortionRender = false; gPipeline.popRenderTypeMask(); } last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate; gPipeline.popRenderTypeMask(); LLPipeline::sUnderWaterRender = false; LLPipeline::sReflectionRender = false; LLDrawPoolWater::sNeedsReflectionUpdate = FALSE; LLDrawPoolWater::sNeedsDistortionUpdate = FALSE; if (!LLRenderTarget::sUseFBO) { glClear(GL_DEPTH_BUFFER_BIT); } glClearColor(0.f, 0.f, 0.f, 0.f); gViewerWindow->setup3DViewport(); LLGLState::checkStates(); if (!skip_avatar_update) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; } else { // Initial sky pass is still needed even if water reflection is not rendering bool camera_is_underwater = LLViewerCamera::getInstance()->cameraUnderWater(); if (!camera_is_underwater) { gPipeline.pushRenderTypeMask(); { gPipeline.andRenderTypeMask( LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_WL_SKY, LLPipeline::END_RENDER_TYPES); LLCamera camera = camera_in; camera.setFar(camera_in.getFar() * 0.75f); updateCull(camera, mSky); stateSort(camera, mSky); renderGeom(camera, TRUE); } gPipeline.popRenderTypeMask(); } } } glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) { glh::matrix4f ret; LLVector3 dirN; LLVector3 upN; LLVector3 lftN; lftN = dir % up; lftN.normVec(); upN = lftN % dir; upN.normVec(); dirN = dir; dirN.normVec(); ret.m[ 0] = lftN[0]; ret.m[ 1] = upN[0]; ret.m[ 2] = -dirN[0]; ret.m[ 3] = 0.f; ret.m[ 4] = lftN[1]; ret.m[ 5] = upN[1]; ret.m[ 6] = -dirN[1]; ret.m[ 7] = 0.f; ret.m[ 8] = lftN[2]; ret.m[ 9] = upN[2]; ret.m[10] = -dirN[2]; ret.m[11] = 0.f; ret.m[12] = -(lftN*pos); ret.m[13] = -(upN*pos); ret.m[14] = dirN*pos; ret.m[15] = 1.f; return ret; } glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) { glh::matrix4f ret; ret.m[ 0] = 2/(max[0]-min[0]); ret.m[ 4] = 0; ret.m[ 8] = 0; ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); ret.m[ 1] = 0; ret.m[ 5] = 2/(max[1]-min[1]); ret.m[ 9] = 0; ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); ret.m[ 2] = 0; ret.m[ 6] = 0; ret.m[10] = 2/(max[2]-min[2]); ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); ret.m[ 3] = 0; ret.m[ 7] = 0; ret.m[11] = 0; ret.m[15] = 1; return 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(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool use_shader, bool use_occlusion, U32 target_width) { LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); //clip out geometry on the same side of water as the camera S32 occlude = LLPipeline::sUseOcclusion; if (!use_occlusion) { LLPipeline::sUseOcclusion = 0; } LLPipeline::sShadowRender = true; 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 depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0); if (use_shader) { gDeferredShadowCubeProgram.bind(); } LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID - 1]; occlusion_target.bindTarget(); updateCull(shadow_cam, result); occlusion_target.flush(); stateSort(shadow_cam, result); //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.loadMatrix(proj.m); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); gGL.loadMatrix(view.m); stop_glerror(); gGLLastMatrix = NULL; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); stop_glerror(); LLEnvironment& environment = LLEnvironment::instance(); LLVertexBuffer::unbind(); for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged { bool rigged = j == 1; if (!use_shader) { //occlusion program is general purpose depth-only no-textures gOcclusionProgram.bind(rigged); } else { gDeferredShadowProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); } gGL.diffuseColor4f(1, 1, 1, 1); S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); // if not using VSM, disable color writes if (shadow_detail <= 2) { gGL.setColorMask(false, false); } LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); gGL.getTexUnit(0)->disable(); for (U32 i = 0; i < sizeof(types) / sizeof(U32); ++i) { renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE, FALSE, rigged); } gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); if (!use_shader) { gOcclusionProgram.unbind(); } } if (use_shader) { LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM); gDeferredShadowProgram.unbind(); renderGeomShadow(shadow_cam); gDeferredShadowProgram.bind(); gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); } else { LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM); renderGeomShadow(shadow_cam); } { LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); for (int i = 0; i < 2; ++i) { bool rigged = i == 1; gDeferredShadowAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; { LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED); renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE, rigged); } { LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(0.598f); renderAlphaObjects(mask, TRUE, TRUE, rigged); } { LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED); gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE, rigged); } { LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS); gDeferredTreeShadowProgram.bind(rigged); if (i == 0) { LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(0.598f); renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); } U32 no_idx_mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX; renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, no_idx_mask, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, no_idx_mask, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, no_idx_mask, true, false, rigged); renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, no_idx_mask, true, false, rigged); } } } //glCullFace(GL_BACK); gDeferredShadowCubeProgram.bind(); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID - 1]; doOcclusion(shadow_cam, occlusion_source, occlusion_target); if (use_shader) { gDeferredShadowProgram.unbind(); } gGL.setColorMask(true, true); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); gGLLastMatrix = NULL; LLPipeline::sUseOcclusion = occlude; LLPipeline::sShadowRender = false; } bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector& fp, LLVector3 light_dir) { LL_PROFILE_ZONE_SCOPED; //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)); } } } } } void LLPipeline::generateHighlight(LLCamera& camera) { //render highlighted object as white into offscreen render target if (mHighlightObject.notNull()) { mHighlightSet.insert(HighlightItem(mHighlightObject)); } if (!mHighlightSet.empty()) { F32 transition = gFrameIntervalSeconds.value()/RenderHighlightFadeTime; LLGLDisable test(GL_ALPHA_TEST); LLGLDepthTest depth(GL_FALSE); mHighlight.bindTarget(); disableLights(); gGL.setColorMask(true, true); mHighlight.clear(); if (LLGLSLShader::sNoFixedFunction) { gHighlightProgram.bind(); } gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); for (std::set::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ) { std::set::iterator cur_iter = iter++; if (cur_iter->mItem.isNull()) { mHighlightSet.erase(cur_iter); continue; } if (cur_iter->mItem == mHighlightObject) { cur_iter->incrFade(transition); } else { cur_iter->incrFade(-transition); if (cur_iter->mFade <= 0.f) { mHighlightSet.erase(cur_iter); continue; } } renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade); } mHighlight.flush(); gGL.setColorMask(true, false); gViewerWindow->setup3DViewport(); } } LLRenderTarget* LLPipeline::getShadowTarget(U32 i) { return &mShadow[i]; } static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render"); void LLPipeline::generateSunShadow(LLCamera& camera) { if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); 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); } F64 last_modelview[16]; F64 last_projection[16]; for (U32 i = 0; i < 16; i++) { //store last_modelview of world camera last_modelview[i] = gGLLastModelView[i]; last_projection[i] = gGLLastProjection[i]; } pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, LLPipeline::RENDER_TYPE_ALPHA, LLPipeline::RENDER_TYPE_GRASS, 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, END_RENDER_TYPES); gGL.setColorMask(false, false); LLEnvironment& environment = LLEnvironment::instance(); //get sun view matrix //store current projection/modelview matrix glh::matrix4f saved_proj = get_current_projection(); glh::matrix4f saved_view = get_current_modelview(); glh::matrix4f inv_view = saved_view.inverse(); glh::matrix4f view[6]; glh::matrix4f proj[6]; //clip contains parallel split distances for 3 splits LLVector3 clip = RenderShadowClipPlanes; LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold"); //far clip on last split is minimum of camera view distance and 128 mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]); clip = RenderShadowOrthoClipPlanes; mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]); //currently used for amount to extrude frusta corners for constructing shadow frusta //LLVector3 n = RenderShadowNearDist; //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; //put together a universal "near clip" plane for shadow frusta LLPlane shadow_near_clip; { LLVector3 p = gAgent.getPositionAgent(); p += caster_dir * RenderFarClip*2.f; shadow_near_clip.setVec(p, caster_dir); } LLVector3 lightDir = -caster_dir; lightDir.normVec(); glh::vec3f light_dir(lightDir.mV); //create light space camera matrix LLVector3 at = lightDir; LLVector3 up = camera.getAtAxis(); if (fabsf(up*lightDir) > 0.75f) { up = camera.getUpAxis(); } /*LLVector3 left = up%at; up = at%left;*/ 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)) { 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) { glh::vec3f v(fp[i].mV); saved_view.mult_matrix_vec(v); fp[i].setVec(v.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 } // 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 LLGLDepthTest depth(GL_TRUE); for (S32 j = 0; j < 4; j++) { mShadow[j].bindTarget(); mShadow[j].clear(); mShadow[j].flush(); } } else { for (S32 j = 0; j < 4; j++) { if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA)) { mShadowFrustPoints[j].clear(); } LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j); //restore render matrices set_current_modelview(saved_view); set_current_projection(saved_proj); LLVector3 eye = camera.getOrigin(); //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)) { mShadowCamera[j] = shadow_cam; } std::vector fp; if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { mShadowExtents[j][0] = LLVector3(); mShadowExtents[j][1] = LLVector3(); mShadowCamera[j+4] = shadow_cam; } mShadow[j].bindTarget(); { LLGLDepthTest depth(GL_TRUE); mShadow[j].clear(); } mShadow[j].flush(); mShadowError.mV[j] = 0.f; mShadowFOV.mV[j] = 0.f; continue; } if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { 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++) { glh::vec3f p = glh::vec3f(fp[i].mV); view[j].mult_matrix_vec(p); wpf.push_back(LLVector3(p.v)); } 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] = gl_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] = gl_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] = view[j].inverse(); glh::vec3f origin_agent(origin.mV); //translate view to origin view[j].mult_matrix_vec(origin_agent); eye = LLVector3(origin_agent.v); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { mShadowFrustOrigin[j] = eye; } view[j] = look(LLVector3(origin_agent.v), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); proj[j] = glh::matrix4f(-fx, 0, 0, 0, 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), 0, 0, -fz, 0, 0, -1.f, 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] glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.f, 0.5f, 0.f, 0.f, 0.5f, 0.5f, 0.f, 0.f, 0.f, 1.f); set_current_modelview(view[j]); set_current_projection(proj[j]); for (U32 i = 0; i < 16; i++) { gGLLastModelView[i] = mShadowModelview[j].m[i]; gGLLastProjection[i] = mShadowProjection[j].m[i]; } mShadowModelview[j] = view[j]; mShadowProjection[j] = proj[j]; mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view; stop_glerror(); mShadow[j].bindTarget(); mShadow[j].getViewport(gGLViewport); mShadow[j].clear(); U32 target_width = mShadow[j].getWidth(); { static LLCullResult result[4]; renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, FALSE, target_width); } mShadow[j].flush(); if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { mShadowCamera[j+4] = shadow_cam; } } } //hack to disable projector shadows bool gen_shadow = RenderShadowDetail > 1; if (gen_shadow) { LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat(); F32 fade_amt = gFrameIntervalSeconds.value() * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); //update shadow targets for (U32 i = 0; i < 2; i++) { //for each current shadow LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW4+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]; } } } } 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] = glh::matrix4f((F32*) mat.mMatrix); view[i+4] = view[i+4].inverse(); //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 * RAD_TO_DEG; F32 aspect = width/height; proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip); //translate and scale to from [-1, 1] to [0, 1] glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.f, 0.5f, 0.f, 0.f, 0.5f, 0.5f, 0.f, 0.f, 0.f, 1.f); set_current_modelview(view[i+4]); set_current_projection(proj[i+4]); mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view; for (U32 j = 0; j < 16; j++) { gGLLastModelView[j] = mShadowModelview[i+4].m[j]; gGLLastProjection[j] = mShadowProjection[i+4].m[j]; } mShadowModelview[i+4] = view[i+4]; mShadowProjection[i+4] = proj[i+4]; LLCamera shadow_cam = camera; shadow_cam.setFar(far_clip); shadow_cam.setOrigin(origin); LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); stop_glerror(); mShadow[i+4].bindTarget(); mShadow[i+4].getViewport(gGLViewport); mShadow[i+4].clear(); U32 target_width = mShadow[i+4].getWidth(); static LLCullResult result[2]; LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); RenderSpotLight = drawable; renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); RenderSpotLight = nullptr; mShadow[i+4].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(view[1].m); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.loadMatrix(proj[1].m); gGL.matrixMode(LLRender::MM_MODELVIEW); } gGL.setColorMask(true, false); for (U32 i = 0; i < 16; i++) { gGLLastModelView[i] = last_modelview[i]; gGLLastProjection[i] = last_projection[i]; } popRenderTypeMask(); if (!skip_avatar_update) { gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); } } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, 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,mask,texture); } } } void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, U32 mask, 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, mask, texture); } } } static LLTrace::BlockTimerStatHandle FTM_GENERATE_IMPOSTOR("Generate Impostor"); void LLPipeline::generateImpostor(LLVOAvatar* avatar) { LL_RECORD_BLOCK_TIME(FTM_GENERATE_IMPOSTOR); LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); static LLCullResult result; result.clear(); grabReferences(result); if (!avatar || !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(); bool visually_muted = avatar->isVisuallyMuted(); LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is " << ( visually_muted ? "" : "not ") << "visually muted" << LL_ENDL; bool too_complex = 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_GROUND, RENDER_TYPE_TERRAIN, RENDER_TYPE_GRASS, RENDER_TYPE_CONTROL_AV, // Animesh RENDER_TYPE_TREE, RENDER_TYPE_VOIDWATER, RENDER_TYPE_WATER, RENDER_TYPE_PASS_GRASS, RENDER_TYPE_HUD, RENDER_TYPE_PARTICLES, RENDER_TYPE_CLOUDS, RENDER_TYPE_HUD_PARTICLES, END_RENDER_TYPES ); } S32 occlusion = sUseOcclusion; sUseOcclusion = 0; sReflectionRender = ! sRenderDeferred; sShadowRender = true; sImpostorRender = true; LLViewerCamera* viewer_camera = LLViewerCamera::getInstance(); { markVisible(avatar->mDrawable, *viewer_camera); 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) { if (LLViewerObject* attached_object = attachment_iter->get()) { markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); } } } } stateSort(*LLViewerCamera::getInstance(), result); LLCamera camera = *viewer_camera; LLVector2 tdim; U32 resY = 0; U32 resX = 0; { 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]; glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f); set_current_projection(persp); gGL.loadMatrix(persp.m); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); glh::matrix4f mat; camera.getOpenGLTransform(mat.m); mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; gGL.loadMatrix(mat.m); 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 (!avatar->mImpostor.isComplete()) { if (LLPipeline::sRenderDeferred) { avatar->mImpostor.allocate(resX,resY,GL_SRGB8_ALPHA8,TRUE,FALSE); addDeferredAttachments(avatar->mImpostor); } else { avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE); } 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 (LLPipeline::sRenderDeferred) { 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; } else { LLGLEnable scissor(GL_SCISSOR_TEST); glScissor(0, 0, resX, resY); avatar->mImpostor.clear(); renderGeom(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); renderGeom(camera); sImpostorRenderAlphaDepthPass = false; } LLDrawPoolAvatar::sMinimumAlpha = old_alpha; { //create alpha mask based on depth buffer (grey out if muted) if (LLPipeline::sRenderDeferred) { GLuint buff = GL_COLOR_ATTACHMENT0; LL_PROFILER_GPU_ZONEC( "gl.DrawBuffersARB", 0x8000FF ); glDrawBuffersARB(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; if (LLGLSLShader::sNoFixedFunction) { 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 { //grey muted avatar LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL; gGL.diffuseColor4fv(LLColor4::pink.mV ); } { gGL.begin(LLRender::QUADS); gGL.vertex3f(-1, -1, clip_plane); gGL.vertex3f(1, -1, clip_plane); gGL.vertex3f(1, 1, clip_plane); gGL.vertex3f(-1, 1, clip_plane); gGL.end(); gGL.flush(); } if (LLGLSLShader::sNoFixedFunction) { gDebugProgram.unbind(); } gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } avatar->mImpostor.flush(); avatar->setImpostorDim(tdim); sUseOcclusion = occlusion; sReflectionRender = false; sImpostorRender = false; sShadowRender = false; popRenderTypeMask(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); avatar->mNeedsImpostorUpdate = FALSE; avatar->cacheImpostorValues(); avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); } 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(); } 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]) { 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, TRUE ); //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, TRUE ); } } } void LLPipeline::unhideDrawable( LLDrawable *pDrawable ) { pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE ); //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, TRUE ); } } } void LLPipeline::restoreHiddenObject( const LLUUID& id ) { LLViewerObject *pVO = gObjectList.findObject( id ); if ( pVO ) { LLDrawable *pDrawable = pVO->mDrawable; if ( pDrawable ) { unhideDrawable( pDrawable ); } } }