/** * @file pipeline.cpp * @brief Rendering pipeline. * * $LicenseInfo:firstyear=2005&license=viewergpl$ * * Copyright (c) 2005-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "pipeline.h" // library includes #include "audioengine.h" // For MAX_BUFFERS for debugging. #include "imageids.h" #include "llerror.h" #include "llviewercontrol.h" #include "llfasttimer.h" #include "llfontgl.h" #include "llmemory.h" #include "llmemtype.h" #include "llnamevalue.h" #include "llprimitive.h" #include "llvolume.h" #include "material_codes.h" #include "timing.h" #include "v3color.h" #include "llui.h" #include "llglheaders.h" #include "llglimmediate.h" // newview includes #include "llagent.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 "llframestats.h" #include "llgldbg.h" #include "llhudmanager.h" #include "lllightconstants.h" #include "llresmgr.h" #include "llselectmgr.h" #include "llsky.h" #include "lltracker.h" #include "lltool.h" #include "lltoolmgr.h" #include "llviewercamera.h" #include "llviewerimagelist.h" #include "llviewerobject.h" #include "llviewerobjectlist.h" #include "llviewerparcelmgr.h" #include "llviewerregion.h" // for audio debugging. #include "llviewerwindow.h" // For getSpinAxis #include "llvoavatar.h" #include "llvoground.h" #include "llvosky.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 "lldebugmessagebox.h" #include "llglslshader.h" #include "llviewerjoystick.h" #include "llviewerdisplay.h" #include "llwlparammanager.h" #include "llwaterparammanager.h" #include "llspatialpartition.h" #ifdef _DEBUG // Debug indices is disabled for now for debug performance - djs 4/24/02 //#define DEBUG_INDICES #else //#define DEBUG_INDICES #endif void render_ui_and_swap_if_needed(); const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; const S32 MAX_ACTIVE_OBJECT_QUIET_FRAMES = 40; const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10; const U32 REFLECTION_MAP_RES = 128; // Max number of occluders to search for. JC const S32 MAX_OCCLUDER_COUNT = 2; extern S32 gBoxFrame; extern BOOL gRenderLightGlows; extern BOOL gHideSelectedObjects; extern BOOL gDisplaySwapBuffers; // hack counter for rendering a fixed number of frames after toggling // fullscreen to work around DEV-5361 static S32 sDelayedVBOEnable = 0; BOOL gAvatarBacklight = FALSE; BOOL gRenderForSelect = FALSE; LLPipeline gPipeline; const LLMatrix4* gGLLastMatrix = NULL; //---------------------------------------- U32 nhpo2(U32 v) { U32 r = 1; while (r < v) { r *= 2; } return r; } glh::matrix4f glh_copy_matrix(GLdouble* src) { glh::matrix4f ret; for (U32 i = 0; i < 16; i++) { ret.m[i] = (F32) src[i]; } return ret; } glh::matrix4f glh_get_current_modelview() { return glh_copy_matrix(gGLModelView); } glh::matrix4f glh_get_current_projection() { return glh_copy_matrix(gGLProjection); } void glh_copy_matrix(glh::matrix4f& src, GLdouble* dst) { for (U32 i = 0; i < 16; i++) { dst[i] = src.m[i]; } } void glh_set_current_modelview(glh::matrix4f& mat) { glh_copy_matrix(mat, gGLModelView); } void glh_set_current_projection(glh::matrix4f& mat) { glh_copy_matrix(mat, gGLProjection); } glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) { glh::matrix4f ret( 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left), 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom), 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear), 0.f, 0.f, 0.f, 1.f); return ret; } //---------------------------------------- S32 LLPipeline::sCompiles = 0; BOOL LLPipeline::sDynamicLOD = TRUE; BOOL LLPipeline::sShowHUDAttachments = TRUE; 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; BOOL LLPipeline::sRenderProcessBeacons = FALSE; S32 LLPipeline::sUseOcclusion = 0; BOOL LLPipeline::sFastAlpha = TRUE; BOOL LLPipeline::sDisableShaders = FALSE; BOOL LLPipeline::sRenderBump = TRUE; BOOL LLPipeline::sUseFarClip = TRUE; BOOL LLPipeline::sSkipUpdate = FALSE; BOOL LLPipeline::sDynamicReflections = FALSE; BOOL LLPipeline::sWaterReflections = FALSE; BOOL LLPipeline::sRenderGlow = FALSE; BOOL LLPipeline::sReflectionRender = FALSE; BOOL LLPipeline::sImpostorRender = FALSE; BOOL LLPipeline::sUnderWaterRender = FALSE; BOOL LLPipeline::sTextureBindTest = FALSE; BOOL LLPipeline::sRenderFrameTest = FALSE; static LLCullResult* sCull = NULL; static const U32 gl_cube_face[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, }; void validate_framebuffer_object(); LLPipeline::LLPipeline() : mCubeBuffer(NULL), mInitialized(FALSE), mVertexShadersEnabled(FALSE), mVertexShadersLoaded(0), mLastRebuildPool(NULL), mAlphaPool(NULL), mSkyPool(NULL), mTerrainPool(NULL), mWaterPool(NULL), mGroundPool(NULL), mSimplePool(NULL), mInvisiblePool(NULL), mGlowPool(NULL), mBumpPool(NULL), mWLSkyPool(NULL), mLightMask(0), mLightMovingMask(0) { //mFramebuffer[0] = mFramebuffer[1] = mFramebuffer[2] = mFramebuffer[3] = 0; mBlurCubeBuffer[0] = mBlurCubeBuffer[1] = mBlurCubeBuffer[2] = 0; mBlurCubeTexture[0] = mBlurCubeTexture[1] = mBlurCubeTexture[2] = 0; //mDepthbuffer[0] = mDepthbuffer[1] = 0; mCubeFrameBuffer = 0; mCubeDepth = 0; } void LLPipeline::init() { LLMemType mt(LLMemType::MTYPE_PIPELINE); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); mInitialized = TRUE; stop_glerror(); //create render pass pools getPool(LLDrawPool::POOL_ALPHA); getPool(LLDrawPool::POOL_SIMPLE); getPool(LLDrawPool::POOL_INVISIBLE); getPool(LLDrawPool::POOL_BUMP); getPool(LLDrawPool::POOL_GLOW); mTrianglesDrawnStat.reset(); resetFrameStats(); mRenderTypeMask = 0xffffffff; // All render types start on mRenderDebugFeatureMask = 0xffffffff; // All debugging features on mRenderDebugMask = 0; // All debug starts off mOldRenderDebugMask = mRenderDebugMask; mBackfaceCull = TRUE; stop_glerror(); // Enable features LLShaderMgr::setShaders(); stop_glerror(); } LLPipeline::~LLPipeline() { } void LLPipeline::cleanup() { assertInitialized(); 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()) { llwarns << "Terrain Pools not cleaned up" << llendl; } if (!mTreePools.empty()) { llwarns << "Tree Pools not cleaned up" << llendl; } 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 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(); mBloomImagep = NULL; mBloomImage2p = NULL; mFaceSelectImagep = NULL; mAlphaSizzleImagep = NULL; mMovedBridge.clear(); mInitialized = FALSE; } //============================================================================ void LLPipeline::destroyGL() { stop_glerror(); unloadShaders(); mHighlightFaces.clear(); resetDrawOrders(); resetVertexBuffers(); releaseGLBuffers(); if (LLVertexBuffer::sEnableVBOs) { // render 30 frames after switching to work around DEV-5361 sDelayedVBOEnable = 30; LLVertexBuffer::sEnableVBOs = FALSE; } } void LLPipeline::resizeScreenTexture() { if (gPipeline.canUseVertexShaders() && assertInitialized()) { GLuint resX = gViewerWindow->getWindowDisplayWidth(); GLuint resY = gViewerWindow->getWindowDisplayHeight(); U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); if (res_mod > 1) { resX /= res_mod; resY /= res_mod; } mScreen.release(); mScreen.allocate(resX, resY, GL_RGBA, TRUE, GL_TEXTURE_RECTANGLE_ARB); llinfos << "RESIZED SCREEN TEXTURE: " << resX << "x" << resY << llendl; } } void LLPipeline::releaseGLBuffers() { assertInitialized(); if (mCubeBuffer) { mCubeBuffer = NULL; } if (mCubeFrameBuffer) { glDeleteFramebuffersEXT(1, &mCubeFrameBuffer); glDeleteRenderbuffersEXT(1, &mCubeDepth); mCubeDepth = mCubeFrameBuffer = 0; } /*if (mFramebuffer[0]) { glDeleteFramebuffersEXT(4, mFramebuffer); mFramebuffer[0] = mFramebuffer[1] = mFramebuffer[2] = mFramebuffer[3] = 0; }*/ if (mBlurCubeBuffer[0]) { glDeleteFramebuffersEXT(3, mBlurCubeBuffer); mBlurCubeBuffer[0] = mBlurCubeBuffer[1] = mBlurCubeBuffer[2] = 0; } if (mBlurCubeTexture[0]) { glDeleteTextures(3, mBlurCubeTexture); mBlurCubeTexture[0] = mBlurCubeTexture[1] = mBlurCubeTexture[2] = 0; } mWaterRef.release(); mWaterDis.release(); mScreen.release(); for (U32 i = 0; i < 3; i++) { mGlow[i].release(); } LLVOAvatar::resetImpostors(); } void LLPipeline::createGLBuffers() { assertInitialized(); if (LLPipeline::sDynamicReflections || LLPipeline::sWaterReflections) { //water reflection texture U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution"); mWaterRef.allocate(res,res,GL_RGBA,TRUE); mWaterDis.allocate(res,res,GL_RGBA,TRUE); if (LLPipeline::sDynamicReflections) { //reflection map generation buffers if (mCubeFrameBuffer == 0) { glGenFramebuffersEXT(1, &mCubeFrameBuffer); glGenRenderbuffersEXT(1, &mCubeDepth); U32 res = REFLECTION_MAP_RES; glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mCubeDepth); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT,res,res); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); } if (mCubeBuffer.isNull()) { res = 128; mCubeBuffer = new LLCubeMap(); mCubeBuffer->initGL(); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mCubeBuffer->getGLName()); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for (U32 i = 0; i < 6; i++) { glTexImage2D(gl_cube_face[i], 0, GL_RGBA, res, res, 0, GL_RGBA, GL_FLOAT, NULL); } } if (mBlurCubeBuffer[0] == 0) { glGenFramebuffersEXT(3, mBlurCubeBuffer); } if (mBlurCubeTexture[0] == 0) { glGenTextures(3, mBlurCubeTexture); } res = (U32) gSavedSettings.getS32("RenderReflectionRes"); for (U32 j = 0; j < 3; j++) { glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mBlurCubeTexture[j]); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for (U32 i = 0; i < 6; i++) { glTexImage2D(gl_cube_face[i], 0, GL_RGBA, res, res, 0, GL_RGBA, GL_FLOAT, NULL); } } } } stop_glerror(); if (LLPipeline::sRenderGlow) { //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); } } GLuint resX = gViewerWindow->getWindowDisplayWidth(); GLuint resY = gViewerWindow->getWindowDisplayHeight(); mScreen.allocate(resX, resY, GL_RGBA, TRUE, GL_TEXTURE_RECTANGLE_ARB); } void LLPipeline::restoreGL() { assertInitialized(); if (mVertexShadersEnabled) { LLShaderMgr::setShaders(); } if (gWorldp) { for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->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 (!gGLManager.mHasVertexShader || !gGLManager.mHasFragmentShader || !gFeatureManagerp->isFeatureAvailable("VertexShaderEnable") || (assertInitialized() && mVertexShadersLoaded != 1) ) { return FALSE; } else { return TRUE; } } BOOL LLPipeline::canUseWindLightShaders() const { return (!LLPipeline::sDisableShaders && gWLSkyProgram.mProgramObject != 0 && LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_WINDLIGHT) > 1); } BOOL LLPipeline::canUseWindLightShadersOnObjects() const { return (canUseWindLightShaders() && LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT) > 0); } void LLPipeline::unloadShaders() { LLShaderMgr::unloadShaders(); mVertexShadersLoaded = 0; } void LLPipeline::assertInitializedDoError() { llerrs << "LLPipeline used when uninitialized." << llendl; } //============================================================================ void LLPipeline::enableShadows(const BOOL enable_shadows) { //should probably do something here to wrangle shadows.... } S32 LLPipeline::getMaxLightingDetail() const { /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS) { return 3; } else*/ { return 1; } } S32 LLPipeline::setLightingDetail(S32 level) { assertInitialized(); if (level < 0) { level = gSavedSettings.getS32("RenderLightingDetail"); } level = llclamp(level, 0, getMaxLightingDetail()); if (level != mLightingDetail) { gSavedSettings.setS32("RenderLightingDetail", level); mLightingDetail = level; if (mVertexShadersLoaded == 1) { LLShaderMgr::setShaders(); } } return mLightingDetail; } class LLOctreeDirtyTexture : public LLOctreeTraveler { public: const std::set& mTextures; LLOctreeDirtyTexture(const std::set& textures) : mTextures(textures) { } virtual void visit(const LLOctreeNode* node) { LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty()) { 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; if (mTextures.find(params->mTexture) != 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) { 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); } } if (gWorldp) { LLOctreeDirtyTexture dirty(textures); for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->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, LLViewerImage *tex0) { assertInitialized(); LLDrawPool *poolp = NULL; switch( type ) { case LLDrawPool::POOL_SIMPLE: poolp = mSimplePool; 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_ALPHA: poolp = mAlphaPool; break; case LLDrawPool::POOL_AVATAR: 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); llerrs << "Invalid Pool Type in LLPipeline::findPool() type=" << type << llendl; break; } return poolp; } LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerImage *tex0) { LLMemType mt(LLMemType::MTYPE_PIPELINE); 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, LLViewerImage* imagep) { LLMemType mt(LLMemType::MTYPE_PIPELINE); U32 type = getPoolTypeFromTE(te, imagep); return gPipeline.getPool(type, imagep); } //static U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerImage* imagep) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (!te || !imagep) { return 0; } bool alpha = te->getColor().mV[3] < 0.999f; if (imagep) { alpha = alpha || (imagep->getComponents() == 4 && ! imagep->mIsMediaTexture) || (imagep->getComponents() == 2); } if (alpha) { return LLDrawPool::POOL_ALPHA; } else if ((te->getBumpmap() || te->getShiny())) { return LLDrawPool::POOL_BUMP; } else { return LLDrawPool::POOL_SIMPLE; } } void LLPipeline::addPool(LLDrawPool *new_poolp) { LLMemType mt(LLMemType::MTYPE_PIPELINE); assertInitialized(); mPools.insert(new_poolp); addToQuickLookup( new_poolp ); } void LLPipeline::allocDrawable(LLViewerObject *vobj) { LLMemType mt(LLMemType::MTYPE_DRAWABLE); LLDrawable *drawable = new LLDrawable(); vobj->mDrawable = drawable; drawable->mVObjp = vobj; //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()).magVec()); if (vobj->isOrphaned()) { drawable->setState(LLDrawable::FORCE_INVISIBLE); } drawable->updateXform(TRUE); } void LLPipeline::unlinkDrawable(LLDrawable *drawable) { LLFastTimer t(LLFastTimer::FTM_PIPELINE); assertInitialized(); LLPointer drawablep = drawable; // make sure this doesn't get deleted before we are done // Based on flags, remove the drawable from the queues that it's on. if (drawablep->isState(LLDrawable::ON_MOVE_LIST)) { LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep); if (iter != mMovedList.end()) { mMovedList.erase(iter); } } if (drawablep->getSpatialGroup()) { if (!drawablep->getSpatialGroup()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup())) { #ifdef LL_RELEASE_FOR_DOWNLOAD llwarns << "Couldn't remove object from spatial group!" << llendl; #else llerrs << "Couldn't remove object from spatial group!" << llendl; #endif } } mLights.erase(drawablep); } U32 LLPipeline::addObject(LLViewerObject *vobj) { LLMemType mt(LLMemType::MTYPE_DRAWABLE); if (gNoRender) { return 0; } LLDrawable* drawablep = vobj->mDrawable; if (!drawablep) { drawablep = vobj->createDrawable(this); } 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); return 1; } void LLPipeline::resetFrameStats() { assertInitialized(); mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f); if (mBatchCount > 0) { mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount; } mTrianglesDrawn = 0; sCompiles = 0; mVerticesRelit = 0; mLightingChanges = 0; mGeometryChanges = 0; mNumVisibleFaces = 0; if (mOldRenderDebugMask != mRenderDebugMask) { gObjectList.clearDebugText(); mOldRenderDebugMask = mRenderDebugMask; } } //external functions for asynchronous updating void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) { if (gSavedSettings.getBOOL("FreezeTime")) { return; } if (!drawablep) { llerrs << "updateMove called with NULL drawablep" << llendl; 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 (gSavedSettings.getBOOL("FreezeTime")) { return; } if (!drawablep) { llerrs << "updateMove called with NULL drawablep" << llendl; } 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) { drawablep->clearState(LLDrawable::ON_MOVE_LIST); iter = moved_list.erase(curiter); } } } void LLPipeline::updateMove() { LLFastTimer t(LLFastTimer::FTM_UPDATE_MOVE); LLMemType mt(LLMemType::MTYPE_PIPELINE); if (gSavedSettings.getBOOL("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); for (LLDrawable::drawable_set_t::iterator iter = mActiveQ.begin(); iter != mActiveQ.end(); ) { LLDrawable::drawable_set_t::iterator curiter = iter++; LLDrawable* drawablep = *curiter; if (drawablep && !drawablep->isDead()) { if (drawablep->isRoot() && drawablep->mQuietCount++ > MAX_ACTIVE_OBJECT_QUIET_FRAMES && (!drawablep->getParent() || !drawablep->getParent()->isActive())) { drawablep->makeStatic(); // removes drawable and its children from mActiveQ iter = mActiveQ.upper_bound(drawablep); // next valid entry } } else { mActiveQ.erase(curiter); } } //balance octrees { LLFastTimer ot(LLFastTimer::FTM_OCTREE_BALANCE); for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->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(); } } } } } ///////////////////////////////////////////////////////////////////////////// // Culling and occlusion testing ///////////////////////////////////////////////////////////////////////////// //static F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera) { LLVector3 lookAt = center - camera.getOrigin(); F32 dist = lookAt.magVec(); //ramp down distance for nearby objects if (dist < 16.f) { dist /= 16.f; dist *= dist; dist *= 16.f; } //get area of circle around node F32 app_angle = atanf(size.magVec()/dist); F32 radius = app_angle*LLDrawable::sCurPixelAngle; return radius*radius * 3.14159f; } void LLPipeline::grabReferences(LLCullResult& result) { sCull = &result; } void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip) { LLFastTimer t(LLFastTimer::FTM_CULL); LLMemType mt(LLMemType::MTYPE_PIPELINE); grabReferences(result); sCull->clear(); BOOL to_texture = LLPipeline::sUseOcclusion > 1 && !hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !sReflectionRender && gPipeline.canUseVertexShaders() && sRenderGlow && gGLManager.mHasFramebufferObject; if (to_texture) { mScreen.bindTarget(); } glPushMatrix(); gGLLastMatrix = NULL; glLoadMatrixd(gGLLastModelView); LLVertexBuffer::unbind(); LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); LLGLDepthTest depth(GL_TRUE, GL_FALSE); for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; if (water_clip != 0) { LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight()); camera.setUserClipPlane(plane); } else { camera.disableUserClipPlane(); } for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { if (hasRenderType(part->mDrawableType)) { part->cull(camera); } } } } camera.disableUserClipPlane(); if (gSky.mVOSkyp.notNull() && gSky.mVOSkyp->mDrawable.notNull()) { // Hack for sky - always visible. if (hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { gSky.mVOSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOSkyp->mDrawable); gSky.updateCull(); stop_glerror(); } } else { llinfos << "No sky drawable!" << llendl; } 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); } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); glPopMatrix(); if (to_texture) { mScreen.flush(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } } void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) { if (group->getData().empty()) { return; } group->setVisible(); if (!sSkipUpdate) { group->updateDistance(camera); } const F32 MINIMUM_PIXEL_AREA = 16.f; if (group->mPixelArea < MINIMUM_PIXEL_AREA) { return; } assertInitialized(); if (!group->mSpatialPartition->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->isState(LLSpatialGroup::ACTIVE_OCCLUSION)) { LLSpatialGroup* parent = group->getParent(); if (!parent || !parent->isState(LLSpatialGroup::OCCLUDED)) { //only mark top most occluders as active occlusion sCull->pushOcclusionGroup(group); group->setState(LLSpatialGroup::ACTIVE_OCCLUSION); if (parent && !parent->isState(LLSpatialGroup::ACTIVE_OCCLUSION) && parent->getElementCount() == 0 && parent->needsUpdate()) { sCull->pushOcclusionGroup(group); parent->setState(LLSpatialGroup::ACTIVE_OCCLUSION); } } } } void LLPipeline::doOcclusion(LLCamera& camera) { LLVertexBuffer::unbind(); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) { glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); } else { glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); } LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); LLGLDepthTest depth(GL_TRUE, GL_FALSE); if (LLPipeline::sUseOcclusion > 1) { for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) { LLSpatialGroup* group = *iter; group->doOcclusion(&camera); group->clearState(LLSpatialGroup::ACTIVE_OCCLUSION); } } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); } BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority) { BOOL update_complete = drawablep->updateGeometry(priority); if (update_complete && assertInitialized()) { drawablep->setState(LLDrawable::BUILT); mGeometryChanges++; } return update_complete; } void LLPipeline::updateGeom(F32 max_dtime) { LLTimer update_timer; LLMemType mt(LLMemType::MTYPE_PIPELINE); LLPointer drawablep; LLFastTimer t(LLFastTimer::FTM_GEO_UPDATE); assertInitialized(); if (sDelayedVBOEnable > 0) { if (--sDelayedVBOEnable <= 0) { resetVertexBuffers(); LLVertexBuffer::sEnableVBOs = TRUE; } } // 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 (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, 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) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if(!drawablep || drawablep->isDead()) { return; } if (drawablep->isSpatialBridge()) { sCull->pushBridge((LLSpatialBridge*) drawablep); } else { sCull->pushDrawable(drawablep); } drawablep->setVisible(camera); } void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (!drawablep) { llerrs << "Sending null drawable to moved list!" << llendl; return; } if (drawablep->isDead()) { llwarns << "Marking NULL or dead drawable moved!" << llendl; 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 == FALSE) { 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) { LLMemType mt(LLMemType::MTYPE_PIPELINE); 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) { LLMemType mt(LLMemType::MTYPE_PIPELINE); assertInitialized(); //do a swap to indicate an invalid previous frame camera render_ui_and_swap_if_needed(); glClear(GL_DEPTH_BUFFER_BIT); gDisplaySwapBuffers = FALSE; for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); iter != mShiftList.end(); iter++) { LLDrawable *drawablep = *iter; if (drawablep->isDead()) { continue; } drawablep->shiftPos(offset); drawablep->clearState(LLDrawable::ON_SHIFT_LIST); } mShiftList.resize(0); for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { part->shift(offset); } } } } void LLPipeline::markTextured(LLDrawable *drawablep) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (drawablep && !drawablep->isDead() && assertInitialized()) { mRetexturedList.insert(drawablep); } } void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (drawablep && !drawablep->isDead() && assertInitialized()) { 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) { const U32 face_mask = (1 << LLPipeline::RENDER_TYPE_AVATAR) | (1 << LLPipeline::RENDER_TYPE_GROUND) | (1 << LLPipeline::RENDER_TYPE_TERRAIN) | (1 << LLPipeline::RENDER_TYPE_TREE) | (1 << LLPipeline::RENDER_TYPE_SKY) | (1 << LLPipeline::RENDER_TYPE_WATER); if (mRenderTypeMask & face_mask) { //clear faces from face pools LLFastTimer t(LLFastTimer::FTM_RESET_DRAWORDER); gPipeline.resetDrawOrders(); } LLFastTimer ftm(LLFastTimer::FTM_STATESORT); LLMemType mt(LLMemType::MTYPE_PIPELINE); grabReferences(result); { for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { LLSpatialGroup* group = *iter; group->checkOcclusion(); if (sUseOcclusion && group->isState(LLSpatialGroup::OCCLUDED)) { markOccluder(group); } else { group->setVisible(); for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i) { markVisible(*i, camera); } } } for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) { LLSpatialGroup* group = *iter; group->checkOcclusion(); if (sUseOcclusion && group->isState(LLSpatialGroup::OCCLUDED)) { markOccluder(group); } else { group->setVisible(); stateSort(group, camera); } } } { for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLCullResult::bridge_list_t::iterator cur_iter = i; LLSpatialBridge* bridge = *cur_iter; LLSpatialGroup* group = bridge->getSpatialGroup(); if (!bridge->isDead() && group && !group->isState(LLSpatialGroup::OCCLUDED)) { stateSort(bridge, camera); } } } { LLFastTimer ftm(LLFastTimer::FTM_STATESORT_DRAWABLE); for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) { LLDrawable *drawablep = *iter; if (!drawablep->isDead()) { stateSort(drawablep, camera); } } } { LLFastTimer ftm(LLFastTimer::FTM_CLIENT_COPY); LLVertexBuffer::clientCopy(); } postSort(camera); } void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (!sSkipUpdate && group->changeLOD()) { for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i) { LLDrawable* drawablep = *i; stateSort(drawablep, camera); } } } void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (!sSkipUpdate && bridge->getSpatialGroup()->changeLOD()) { bridge->updateDistance(camera); } } void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE); if (!drawablep || drawablep->isDead() || !hasRenderType(drawablep->getRenderType())) { return; } if (gHideSelectedObjects) { 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; } } assertInitialized(); if (hasRenderType(drawablep->mRenderType)) { if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE)) { drawablep->setVisible(camera, NULL, FALSE); } else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE)) { // clear invisible flag here to avoid single frame glitch drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE); } } LLSpatialGroup* group = drawablep->getSpatialGroup(); if (!group || group->changeLOD()) { if (!drawablep->isActive() && drawablep->isVisible()) { if (!sSkipUpdate) { drawablep->updateDistance(camera); } } else if (drawablep->isAvatar() && drawablep->isVisible()) { LLVOAvatar* vobj = (LLVOAvatar*) drawablep->getVObj().get(); vobj->updateVisibility(); } } 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_list_t::iterator begin, LLCullResult::sg_list_t::iterator end, void (*func)(LLDrawable*)) { for (LLCullResult::sg_list_t::iterator i = begin; i != end; ++i) { for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j) { func(*j); } } } 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), gSavedSettings.getS32("DebugBeaconLineWidth")); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) ); } } } } 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), gSavedSettings.getS32("DebugBeaconLineWidth")); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) ); } } } } void renderPhysicalBeacons(LLDrawable* drawablep) { LLViewerObject *vobj = drawablep->getVObj(); if (vobj && !vobj->isAvatar() && !vobj->getParent() && vobj->usePhysics()) { 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), gSavedSettings.getS32("DebugBeaconLineWidth")); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) ); } } } } 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), gSavedSettings.getS32("DebugBeaconLineWidth")); } if (gPipeline.sRenderHighlight) { S32 face_id; S32 count = drawablep->getNumFaces(); for (face_id = 0; face_id < count; face_id++) { gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) ); } } } } 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++) { gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) ); } } } } void LLPipeline::postSort(LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE); LLFastTimer ftm(LLFastTimer::FTM_STATESORT_POSTSORT); assertInitialized(); //rebuild drawable geometry for (LLCullResult::sg_list_t::iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i) { LLSpatialGroup* group = *i; if (!sUseOcclusion || !group->isState(LLSpatialGroup::OCCLUDED)) { group->rebuildGeom(); } } //build render map for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { LLSpatialGroup* group = *i; if (sUseOcclusion && group->isState(LLSpatialGroup::OCCLUDED)) { continue; } 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; for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k) { sCull->pushDrawInfo(j->first, *k); } } 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->mSpatialPartition->asBridge(); if (!sSkipUpdate) { if (bridge) { LLCamera trans_camera = bridge->transformCamera(camera); group->updateDistance(trans_camera); } else { group->updateDistance(camera); } } if (hasRenderType(LLDrawPool::POOL_ALPHA)) { sCull->pushAlphaGroup(group); } } } { //sort by texture or bump map for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i) { //if (!mRenderMap[i].empty()) { if (i == LLRenderPass::PASS_BUMP) { std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump()); } else { std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix()); } } } std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); } // only render if the flag is set. The flag is only set if the right key is pressed, we are in edit mode or the toggle is set in the menus if (sRenderProcessBeacons) { 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 (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), gSavedSettings.getS32("DebugBeaconLineWidth")); } } // now deal with highlights for all those seeable sound sources forAllVisibleDrawables(renderSoundHighlights); } } // If managing your telehub, draw beacons at telehub and currently selected spawnpoint. if (LLFloaterTelehub::renderBeacons()) { LLFloaterTelehub::addBeacons(); } mSelectedFaces.clear(); // Draw face highlights for selected faces. if (gSelectMgr->getTEMode()) { struct f : public LLSelectedTEFunctor { virtual bool apply(LLViewerObject* object, S32 te) { if (object->mDrawable) { gPipeline.mSelectedFaces.push_back(object->mDrawable->getFace(te)); } return true; } } func; gSelectMgr->getSelection()->applyToTEs(&func); } } void render_hud_elements() { LLFastTimer t(LLFastTimer::FTM_RENDER_UI); gPipeline.disableLights(); gPipeline.renderDebug(); 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.start(); if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() // Draw the tracking overlays LLTracker::render3D(); // Show the property lines if (gWorldp) { gWorldp->renderPropertyLines(); } if (gParcelMgr) { gParcelMgr->render(); gParcelMgr->renderParcelCollision(); } // Render debugging beacons. gObjectList.renderObjectBeacons(); LLHUDObject::renderAll(); gObjectList.resetObjectBeacons(); } else if (gForceRenderLandFence) { // This is only set when not rendering the UI, for parcel snapshots gParcelMgr->render(); } else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { LLHUDText::renderAllHUD(); } gGL.stop(); } void LLPipeline::renderHighlights() { LLMemType mt(LLMemType::MTYPE_PIPELINE); assertInitialized(); // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) // Render highlighted faces. LLColor4 color(1.f, 1.f, 1.f, 0.5f); LLGLEnable color_mat(GL_COLOR_MATERIAL); disableLights(); if ((LLShaderMgr::sVertexShaderLevel[LLShaderMgr::SHADER_INTERFACE] > 0)) { gHighlightProgram.bind(); gHighlightProgram.vertexAttrib4f(LLShaderMgr::MATERIAL_COLOR,1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { // Make sure the selection image gets downloaded and decoded if (!mFaceSelectImagep) { mFaceSelectImagep = gImageList.getImage(IMG_FACE_SELECT); } 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()) { llerrs << "Bad face on selection" << llendl; return; } facep->renderSelected(mFaceSelectImagep, color); } } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { // Paint 'em red! color.setVec(1.f, 0.f, 0.f, 0.5f); if ((LLShaderMgr::sVertexShaderLevel[LLShaderMgr::SHADER_INTERFACE] > 0)) { gHighlightProgram.vertexAttrib4f(LLShaderMgr::MATERIAL_COLOR,1,0,0,0.5f); } int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) { LLFace* facep = mHighlightFaces[i]; facep->renderSelected(LLViewerImage::sNullImagep, color); } } // Contains a list of the faces of objects that are physical or // have touch-handlers. mHighlightFaces.clear(); if (LLShaderMgr::sVertexShaderLevel[LLShaderMgr::SHADER_INTERFACE] > 0) { gHighlightProgram.unbind(); } } void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) { LLMemType mt(LLMemType::MTYPE_PIPELINE); LLFastTimer t(LLFastTimer::FTM_RENDER_GEOMETRY); assertInitialized(); F64 saved_modelview[16]; F64 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]; } } if (!mAlphaSizzleImagep) { mAlphaSizzleImagep = gImageList.getImage(LLUUID(gViewerArt.getString("alpha_sizzle.tga")), MIPMAP_TRUE, TRUE); } /////////////////////////////////////////// // // Sync and verify GL state // // glEnableClientState(GL_VERTEX_ARRAY); stop_glerror(); gFrameStats.start(LLFrameStats::RENDER_SYNC); // Do verification of GL state #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif if (mRenderDebugMask & RENDER_DEBUG_VERIFY) { if (!verify()) { llerrs << "Pipeline verification failed!" << llendl; } } LLVertexBuffer::startRender(); for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; if (hasRenderType(poolp->getType())) { poolp->prerender(); } } //by bao //fake vertex buffer updating //to guaranttee at least updating one VBO buffer every frame //to walk around the bug caused by ATI card --> DEV-3855 // if(forceVBOUpdate) gSky.mVOSkyp->updateDummyVertexBuffer() ; gFrameStats.start(LLFrameStats::RENDER_GEOM); // Initialize lots of GL state to "safe" values glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); LLGLSPipeline gls_pipeline; 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; } LLViewerImage::sDefaultImagep->bind(0); LLViewerImage::sDefaultImagep->setClamp(FALSE, FALSE); ////////////////////////////////////////////// // // Actually render all of the geometry // // stop_glerror(); BOOL occlude = sUseOcclusion > 1; U32 cur_type = 0; if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PICKING)) { gObjectList.renderObjectsForSelect(camera); } else { LLFastTimer t(LLFastTimer::FTM_POOLS); calcNearbyLights(camera); setupHWLights(NULL); pool_set_t::iterator iter1 = mPools.begin(); while ( iter1 != mPools.end() ) { LLDrawPool *poolp = *iter1; cur_type = poolp->getType(); if (occlude && cur_type > LLDrawPool::POOL_AVATAR) { occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); doOcclusion(camera); } pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0) { LLFastTimer t(LLFastTimer::FTM_POOLRENDER); gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); for( S32 i = 0; i < poolp->getNumPasses(); i++ ) { poolp->beginRenderPass(i); for (iter2 = iter1; iter2 != mPools.end(); iter2++) { LLDrawPool *p = *iter2; if (p->getType() != cur_type) { break; } p->resetTrianglesDrawn(); p->render(i); } poolp->endRenderPass(i); #ifndef LL_RELEASE_FOR_DOWNLOAD # if LL_DEBUG_GL GLint depth; glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); if (depth > 3) { llerrs << "GL matrix stack corrupted!" << llendl; } LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); # endif #endif } } 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(); } } #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); if (occlude) { occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); doOcclusion(camera); } stop_glerror(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif if (!sReflectionRender) { renderHighlights(); } // Contains a list of the faces of objects that are physical or // have touch-handlers. mHighlightFaces.clear(); render_hud_elements(); LLVertexBuffer::stopRender(); LLVertexBuffer::unbind(); //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]; } } #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif } void LLPipeline::addTrianglesDrawn(S32 count) { assertInitialized(); mTrianglesDrawn += count; mBatchCount++; mMaxBatchSize = llmax(mMaxBatchSize, count); mMinBatchSize = llmin(mMinBatchSize, count); if (LLPipeline::sRenderFrameTest) { gViewerWindow->getWindow()->swapBuffers(); ms_sleep(16); } } void LLPipeline::renderDebug() { LLMemType mt(LLMemType::MTYPE_PIPELINE); assertInitialized(); gGL.start(); // Disable all client state //glDisableClientState(GL_TEXTURE_COORD_ARRAY); //glDisableClientState(GL_NORMAL_ARRAY); //glDisableClientState(GL_COLOR_ARRAY); gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // Debug stuff. for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->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->renderDebug(); } } } } for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLSpatialBridge* bridge = *i; if (!bridge->isDead() && !bridge->isState(LLSpatialGroup::OCCLUDED) && hasRenderType(bridge->mDrawableType)) { glPushMatrix(); glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); bridge->renderDebug(); glPopMatrix(); } } if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION) { // Debug composition layers F32 x, y; LLGLSNoTexture gls_no_texture; if (gAgent.getRegion()) { gGL.begin(GL_POINTS); // Draw the composition layer for the region that I'm in. for (x = 0; x <= 260; x++) { for (y = 0; y <= 260; y++) { if ((x > 255) || (y > 255)) { gGL.color4f(1.f, 0.f, 0.f, 1.f); } else { gGL.color4f(0.f, 0.f, 1.f, 1.f); } F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y); z *= 5.f; z += 50.f; gGL.vertex3f(x, y, z); } } gGL.end(); } } gGL.stop(); } void LLPipeline::renderForSelect(std::set& objects) { assertInitialized(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); gPipeline.resetDrawOrders(); for (std::set::iterator iter = objects.begin(); iter != objects.end(); ++iter) { stateSort((*iter)->mDrawable, *gCamera); } LLMemType mt(LLMemType::MTYPE_PIPELINE); LLVertexBuffer::startRender(); glMatrixMode(GL_MODELVIEW); LLGLSDefault gls_default; LLGLSObjectSelect gls_object_select; LLGLDepthTest gls_depth(GL_TRUE,GL_TRUE); disableLights(); glEnableClientState ( GL_VERTEX_ARRAY ); //for each drawpool #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); U32 last_type = 0; #endif for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; if (poolp->isFacePool() && hasRenderType(poolp->getType())) { LLFacePool* face_pool = (LLFacePool*) poolp; face_pool->renderForSelect(); gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); #ifndef LL_RELEASE_FOR_DOWNLOAD if (poolp->getType() != last_type) { last_type = poolp->getType(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); } #endif } } glEnableClientState(GL_TEXTURE_COORD_ARRAY); LLGLEnable alpha_test(GL_ALPHA_TEST); if (gPickTransparent) { glAlphaFunc(GL_GEQUAL, 0.0f); } else { glAlphaFunc(GL_GREATER, 0.2f); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); U32 prim_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD; for (std::set::iterator i = objects.begin(); i != objects.end(); ++i) { LLViewerObject* vobj = *i; LLDrawable* drawable = vobj->mDrawable; if (vobj->isDead() || vobj->isHUDAttachment() || (gHideSelectedObjects && vobj->isSelected()) || drawable->isDead() || !hasRenderType(drawable->getRenderType())) { continue; } for (S32 j = 0; j < drawable->getNumFaces(); ++j) { LLFace* facep = drawable->getFace(j); if (!facep->getPool()) { facep->renderForSelect(prim_mask); } } } // pick HUD objects LLVOAvatar* avatarp = gAgent.getAvatarObject(); if (avatarp && sShowHUDAttachments) { glh::matrix4f save_proj(glh_get_current_projection()); glh::matrix4f save_model(glh_get_current_modelview()); U32 viewport[4]; for (U32 i = 0; i < 4; i++) { viewport[i] = gGLViewport[i]; } setup_hud_matrices(TRUE); for (LLVOAvatar::attachment_map_t::iterator iter = avatarp->mAttachmentPoints.begin(); iter != avatarp->mAttachmentPoints.end(); ) { LLVOAvatar::attachment_map_t::iterator curiter = iter++; LLViewerJointAttachment* attachmentp = curiter->second; if (attachmentp->getIsHUDAttachment()) { LLViewerObject* objectp = attachmentp->getObject(); if (objectp) { LLDrawable* drawable = objectp->mDrawable; if (drawable->isDead()) { continue; } for (S32 j = 0; j < drawable->getNumFaces(); ++j) { LLFace* facep = drawable->getFace(j); if (!facep->getPool()) { facep->renderForSelect(prim_mask); } } //render child faces for (U32 k = 0; k < drawable->getChildCount(); ++k) { LLDrawable* child = drawable->getChild(k); for (S32 l = 0; l < child->getNumFaces(); ++l) { LLFace* facep = child->getFace(l); if (!facep->getPool()) { facep->renderForSelect(prim_mask); } } } } } } glMatrixMode(GL_PROJECTION); glLoadMatrixf(save_proj.m); glh_set_current_projection(save_proj); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(save_model.m); glh_set_current_modelview(save_model); for (U32 i = 0; i < 4; i++) { gGLViewport[i] = viewport[i]; } glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); LLVertexBuffer::stopRender(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } void LLPipeline::renderFaceForUVSelect(LLFace* facep) { if (facep) facep->renderSelectedUV(); } void LLPipeline::rebuildPools() { LLMemType mt(LLMemType::MTYPE_PIPELINE); 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--; } if (gAgent.getAvatarObject()) { gAgent.getAvatarObject()->rebuildHUD(); } } void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) { LLMemType mt(LLMemType::MTYPE_PIPELINE); assertInitialized(); switch( new_poolp->getType() ) { case LLDrawPool::POOL_SIMPLE: if (mSimplePool) { llassert(0); llwarns << "Ignoring duplicate simple pool." << llendl; } else { mSimplePool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_INVISIBLE: if (mInvisiblePool) { llassert(0); llwarns << "Ignoring duplicate simple pool." << llendl; } else { mInvisiblePool = (LLRenderPass*) new_poolp; } break; case LLDrawPool::POOL_GLOW: if (mGlowPool) { llassert(0); llwarns << "Ignoring duplicate glow pool." << llendl; } 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); llwarns << "Ignoring duplicate bump pool." << llendl; } else { mBumpPool = new_poolp; } break; case LLDrawPool::POOL_ALPHA: if( mAlphaPool ) { llassert(0); llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl; } else { mAlphaPool = new_poolp; } break; case LLDrawPool::POOL_AVATAR: break; // Do nothing case LLDrawPool::POOL_SKY: if( mSkyPool ) { llassert(0); llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl; } else { mSkyPool = new_poolp; } break; case LLDrawPool::POOL_WATER: if( mWaterPool ) { llassert(0); llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl; } else { mWaterPool = new_poolp; } break; case LLDrawPool::POOL_GROUND: if( mGroundPool ) { llassert(0); llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl; } else { mGroundPool = new_poolp; } break; case LLDrawPool::POOL_WL_SKY: if( mWLSkyPool ) { llassert(0); llwarns << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << llendl; } else { mWLSkyPool = new_poolp; } break; default: llassert(0); llwarns << "Invalid Pool Type in LLPipeline::addPool()" << llendl; break; } } void LLPipeline::removePool( LLDrawPool* poolp ) { assertInitialized(); removeFromQuickLookup(poolp); mPools.erase(poolp); delete poolp; } void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) { assertInitialized(); LLMemType mt(LLMemType::MTYPE_PIPELINE); switch( poolp->getType() ) { case LLDrawPool::POOL_SIMPLE: llassert(mSimplePool == poolp); mSimplePool = 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_ALPHA: llassert( poolp == mAlphaPool ); mAlphaPool = NULL; break; case LLDrawPool::POOL_AVATAR: 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); llwarns << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl; break; } } void LLPipeline::resetDrawOrders() { 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(); if (for_edit) { LLColor4 diffuse(0.8f, 0.8f, 0.8f, 0.f); LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light LLMatrix4 camera_mat = gCamera->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); LLVector4 light_pos = light_pos_cam * camera_rot; light_pos.normVec(); mHWLightColors[1] = diffuse; glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse.mV); glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV); glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV); glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV); glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f); glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f); glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f); } else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini) { LLVector3 opposite_pos = -1.f * mSunDir; LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis; LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); backlight_pos.normVec(); LLColor4 light_diffuse = mSunDiffuse; 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 (gSky.getSunDirection().mV[2] >= NIGHTTIME_ELEVATION_COS) { backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT; } else { backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT; } backlight_diffuse *= backlight_mag / max_component; mHWLightColors[1] = backlight_diffuse; glLightfv(GL_LIGHT1, GL_POSITION, backlight_pos.mV); // this is just sun/moon direction glLightfv(GL_LIGHT1, GL_DIFFUSE, backlight_diffuse.mV); glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV); glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV); glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f); glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f); glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f); } else { mHWLightColors[1] = LLColor4::black; glLightfv(GL_LIGHT1, GL_DIFFUSE, LLColor4::black.mV); glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV); glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV); } } static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist) { F32 inten = light->getLightIntensity(); if (inten < .001f) { return max_dist; } F32 radius = light->getLightRadius(); BOOL selected = light->isSelected(); LLVector3 dpos = light->getRenderPosition() - cam_pos; F32 dist2 = dpos.magVecSquared(); if (!selected && dist2 > (max_dist + radius)*(max_dist + radius)) { return max_dist; } F32 dist = fsqrtf(dist2); dist *= 1.f / inten; dist -= radius; if (selected) { dist -= 10000.f; // selected lights get highest priority } if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE)) { // moving lights get a little higher priority (too much causes artifacts) dist -= light->getLightRadius()*0.25f; } return dist; } void LLPipeline::calcNearbyLights(LLCamera& camera) { assertInitialized(); 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 = gAgent.getCameraPositionAgent(); LLVector3 cam_pos = LLViewerJoystick::sOverrideCamera ? camera.getOrigin() : gAgent.getPositionAgent(); F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad // UPDATE THE EXISTING NEARBY LIGHTS if (!LLPipeline::sSkipUpdate) { 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; 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); } else { F32 dist = calc_light_dist(volight, cam_pos, max_dist); cur_nearby_lights.insert(Light(drawable, dist, light->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 } 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 (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 (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 = ((Light*) (&(*(mNearbyLights.rbegin())))); if (light->dist < farthest_light->dist) { if (farthest_light->fade >= 0.f) { farthest_light->fade = -gFrameIntervalSeconds; } } else { break; // none of the other lights are closer } } } } } void LLPipeline::setupHWLights(LLDrawPool* pool) { assertInitialized(); // Ambient LLColor4 ambient = gSky.getTotalAmbientColor(); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); // Light 0 = Sun or Moon (All objects) { if (gSky.getSunDirection().mV[2] >= NIGHTTIME_ELEVATION_COS) { mSunDir.setVec(gSky.getSunDirection()); mSunDiffuse.setVec(gSky.getSunDiffuseColor()); } else { mSunDir.setVec(gSky.getMoonDirection()); mSunDiffuse.setVec(gSky.getMoonDiffuseColor()); } 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(); LLVector4 light_pos(mSunDir, 0.0f); LLColor4 light_diffuse = mSunDiffuse; mHWLightColors[0] = light_diffuse; glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV); // this is just sun/moon direction glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse.mV); glLightfv(GL_LIGHT0, GL_AMBIENT, LLColor4::black.mV); glLightfv(GL_LIGHT0, GL_SPECULAR, LLColor4::black.mV); glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f); glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f); glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f); glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f); } // 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 (drawable->isState(LLDrawable::ACTIVE)) { mLightMovingMask |= (1<getLightColor(); 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; } else { fade = 1.f + fade / LIGHT_FADE_TIME; ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds; } fade = llclamp(fade,0.f,1.f); light_color *= fade; } LLVector3 light_pos(light->getRenderPosition()); LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = llmax(light->getLightRadius(), 0.001f); F32 atten, quad; #if 0 //1.9.1 if (pool->getVertexShaderLevel() > 0) { atten = light_radius; quad = llmax(light->getLightFalloff(), 0.0001f); } else #endif { F32 x = (3.f * (1.f + light->getLightFalloff())); atten = x / (light_radius); // % of brightness at radius quad = 0.0f; } mHWLightColors[cur_light] = light_color; S32 gllight = GL_LIGHT0+cur_light; glLightfv(gllight, GL_POSITION, light_pos_gl.mV); glLightfv(gllight, GL_DIFFUSE, light_color.mV); glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); glLightf (gllight, GL_LINEAR_ATTENUATION, atten); glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); cur_light++; if (cur_light >= 8) { break; // safety } } } for ( ; cur_light < 8 ; cur_light++) { mHWLightColors[cur_light] = LLColor4::black; S32 gllight = GL_LIGHT0+cur_light; glLightfv(gllight, GL_DIFFUSE, LLColor4::black.mV); glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); } if (gAgent.getAvatarObject() && gAgent.getAvatarObject()->mSpecialRenderMode == 3) { LLColor4 light_color = LLColor4::white; light_color.mV[3] = 0.0f; LLVector3 light_pos(gCamera->getOrigin()); LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = 16.f; F32 atten, quad; { F32 x = 3.f; atten = x / (light_radius); // % of brightness at radius quad = 0.0f; } //mHWLightColors[cur_light] = light_color; S32 gllight = GL_LIGHT2; glLightfv(gllight, GL_POSITION, light_pos_gl.mV); glLightfv(gllight, GL_DIFFUSE, light_color.mV); glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); glLightf (gllight, GL_LINEAR_ATTENUATION, atten); glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); } // Init GL state glDisable(GL_LIGHTING); for (S32 gllight=GL_LIGHT0; gllight<=GL_LIGHT7; gllight++) { glDisable(gllight); } mLightMask = 0; } void LLPipeline::enableLights(U32 mask) { assertInitialized(); if (mLightingDetail == 0) { mask &= 0xf003; // sun and backlight only (and fullbright bit) } if (mLightMask != mask) { if (!mLightMask) { glEnable(GL_LIGHTING); } if (mask) { for (S32 i=0; i<8; i++) { if (mask & (1<= 2) { mask |= mLightMovingMask; // Hardware moving lights glColor4f(0.f, 0.f, 0.f, 1.0f); // no local lighting by default } else { mask |= 0xff & (~2); // Hardware local lights } enableLights(mask); } void LLPipeline::enableLightsDynamic() { assertInitialized(); U32 mask = 0xff & (~2); // Local lights enableLights(mask); if (mLightingDetail >= 2) { glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default } LLVOAvatar* avatarp = gAgent.getAvatarObject(); if (avatarp && getLightingDetail() <= 0) { if (avatarp->mSpecialRenderMode == 0) // normal { gPipeline.enableLightsAvatar(); } else if (avatarp->mSpecialRenderMode >= 1) // 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::enableLightsAvatarEdit(const LLColor4& color) { U32 mask = 0x2002; // Avatar backlight only, set ambient setupAvatarLights(TRUE); enableLights(mask); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); } void LLPipeline::enableLightsFullbright(const LLColor4& color) { assertInitialized(); U32 mask = 0x1000; // Non-0 mask, set ambient enableLights(mask); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); if (mLightingDetail >= 2) { glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default } } void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default } //============================================================================ class LLMenuItemGL; class LLInvFVBridge; struct cat_folder_pair; class LLVOBranch; class LLVOLeaf; void LLPipeline::findReferences(LLDrawable *drawablep) { assertInitialized(); if (mLights.find(drawablep) != mLights.end()) { llinfos << "In mLights" << llendl; } if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end()) { llinfos << "In mMovedList" << llendl; } if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end()) { llinfos << "In mShiftList" << llendl; } if (mRetexturedList.find(drawablep) != mRetexturedList.end()) { llinfos << "In mRetexturedList" << llendl; } if (mActiveQ.find(drawablep) != mActiveQ.end()) { llinfos << "In mActiveQ" << llendl; } if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end()) { llinfos << "In mBuildQ1" << llendl; } if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end()) { llinfos << "In mBuildQ2" << llendl; } S32 count; count = gObjectList.findReferences(drawablep); if (count) { llinfos << "In other drawables: " << count << " references" << llendl; } } 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) { llwarns << "Pipeline verify failed!" << llendl; } 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); } } } void LLPipeline::setActive(LLDrawable *drawablep, BOOL active) { assertInitialized(); if (active) { mActiveQ.insert(drawablep); } else { mActiveQ.erase(drawablep); } } //static void LLPipeline::toggleRenderType(U32 type) { U32 bit = (1<getRegionList().begin(); iter != gWorldp->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); if (part) { LLDrawable* hit = part->pickDrawable(start, end, collision); if (hit) { drawable = hit; } } } 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 || drawable->isDead()) { return; } if (!drawable) { return; } for (S32 i = 0; i < drawable->getNumFaces(); i++) { LLFace* facep = drawable->getFace(i); facep->mVertexBuffer = NULL; facep->mLastVertexBuffer = NULL; } } void LLPipeline::resetVertexBuffers() { sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); if (gWorldp) { for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { part->resetVertexBuffers(); } } } } resetDrawOrders(); gSky.resetVertexBuffers(); if (LLVertexBuffer::sGLCount > 0) { LLVertexBuffer::cleanupClass(); } //delete all name pool caches LLGLNamePool::cleanupPools(); if (LLVertexBuffer::sGLCount > 0) { llwarns << "VBO wipe failed." << llendl; } if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() || !LLVertexBuffer::sStreamVBOPool.mNameList.empty() || !LLVertexBuffer::sDynamicIBOPool.mNameList.empty() || !LLVertexBuffer::sDynamicVBOPool.mNameList.empty()) { llwarns << "VBO name pool cleanup failed." << llendl; } LLVertexBuffer::unbind(); LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind"); } void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture) { assertInitialized(); gGLLastMatrix = NULL; glLoadMatrixd(gGLLastModelView); mSimplePool->renderGroups(type, mask, texture); gGLLastMatrix = NULL; glLoadMatrixd(gGLLastModelView); } void LLPipeline::setUseVBO(BOOL use_vbo) { if (use_vbo != LLVertexBuffer::sEnableVBOs) { if (use_vbo) { llinfos << "Enabling VBO." << llendl; } else { llinfos << "Disabling VBO." << llendl; } resetVertexBuffers(); LLVertexBuffer::initClass(use_vbo); } } void apply_cube_face_rotation(U32 face) { switch (face) { case 0: glRotatef(90.f, 0, 1, 0); glRotatef(180.f, 1, 0, 0); break; case 2: glRotatef(-90.f, 1, 0, 0); break; case 4: glRotatef(180.f, 0, 1, 0); glRotatef(180.f, 0, 0, 1); break; case 1: glRotatef(-90.f, 0, 1, 0); glRotatef(180.f, 1, 0, 0); break; case 3: glRotatef(90, 1, 0, 0); break; case 5: glRotatef(180, 0, 0, 1); break; } } void LLPipeline::generateReflectionMap(LLCubeMap* cube_map, LLCamera& cube_cam) { #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif assertInitialized(); //render dynamic cube map U32 type_mask = gPipeline.getRenderTypeMask(); S32 use_occlusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = 0; LLPipeline::sSkipUpdate = TRUE; U32 res = REFLECTION_MAP_RES; LLPipeline::sReflectionRender = TRUE; cube_map->bind(); GLint width; glGetTexLevelParameteriv(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_TEXTURE_WIDTH, &width); if (width != res) { glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for (U32 i = 0; i < 6; i++) { glTexImage2D(gl_cube_face[i], 0, GL_RGBA, res, res, 0, GL_RGBA, GL_FLOAT, NULL); } } glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0); cube_map->disable(); BOOL toggle_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); if (toggle_ui) { gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI); } U32 cube_mask = (1 << LLPipeline::RENDER_TYPE_SIMPLE) | (1 << LLPipeline::RENDER_TYPE_WATER) | //(1 << LLPipeline::RENDER_TYPE_BUMP) | (1 << LLPipeline::RENDER_TYPE_ALPHA) | (1 << LLPipeline::RENDER_TYPE_TREE) | //(1 << LLPipeline::RENDER_TYPE_PARTICLES) | (1 << LLPipeline::RENDER_TYPE_CLOUDS) | //(1 << LLPipeline::RENDER_TYPE_STARS) | //(1 << LLPipeline::RENDER_TYPE_AVATAR) | (1 << LLPipeline::RENDER_TYPE_GLOW) | (1 << LLPipeline::RENDER_TYPE_GRASS) | (1 << LLPipeline::RENDER_TYPE_VOLUME) | (1 << LLPipeline::RENDER_TYPE_TERRAIN) | (1 << LLPipeline::RENDER_TYPE_SKY) | (1 << LLPipeline::RENDER_TYPE_WL_SKY) | (1 << LLPipeline::RENDER_TYPE_GROUND); LLDrawPoolWater::sSkipScreenCopy = TRUE; LLPipeline::sSkipUpdate = TRUE; cube_mask = cube_mask & type_mask; gPipeline.setRenderTypeMask(cube_mask); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glViewport(0,0,res,res); glClearColor(0,0,0,0); LLVector3 origin = cube_cam.getOrigin(); gPipeline.calcNearbyLights(cube_cam); stop_glerror(); LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mCubeFrameBuffer); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mCubeDepth); stop_glerror(); for (S32 i = 0; i < 6; i++) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mCubeFrameBuffer); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, gl_cube_face[i], cube_map->getGLName(), 0); validate_framebuffer_object(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 0.1f, 1024.f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); apply_cube_face_rotation(i); glTranslatef(-origin.mV[0], -origin.mV[1], -origin.mV[2]); cube_cam.setOrigin(origin); LLViewerCamera::updateFrustumPlanes(cube_cam); cube_cam.setOrigin(gCamera->getOrigin()); static LLCullResult result; gPipeline.updateCull(cube_cam, result); gPipeline.stateSort(cube_cam, result); glClearColor(0,0,0,0); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE); stop_glerror(); gPipeline.renderGeom(cube_cam); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); cube_cam.setOrigin(origin); gShinyOrigin.setVec(cube_cam.getOrigin(), cube_cam.getFar()*2.f); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); gViewerWindow->setupViewport(); gPipeline.setRenderTypeMask(type_mask); LLPipeline::sUseOcclusion = use_occlusion; LLPipeline::sSkipUpdate = FALSE; if (toggle_ui) { gPipeline.toggleRenderDebugFeature((void*)LLPipeline::RENDER_DEBUG_FEATURE_UI); } LLDrawPoolWater::sSkipScreenCopy = FALSE; LLPipeline::sSkipUpdate = FALSE; LLPipeline::sReflectionRender = FALSE; #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif } //send cube map vertices and texture coordinates void render_cube_map() { U16 idx[36]; idx[0] = 1; idx[1] = 0; idx[2] = 2; //front idx[3] = 3; idx[4] = 2; idx[5] = 0; idx[6] = 4; idx[7] = 5; idx[8] = 1; //top idx[9] = 0; idx[10] = 1; idx[11] = 5; idx[12] = 5; idx[13] = 4; idx[14] = 6; //back idx[15] = 7; idx[16] = 6; idx[17] = 4; idx[18] = 6; idx[19] = 7; idx[20] = 3; //bottom idx[21] = 2; idx[22] = 3; idx[23] = 7; idx[24] = 0; idx[25] = 5; idx[26] = 3; //left idx[27] = 6; idx[28] = 3; idx[29] = 5; idx[30] = 4; idx[31] = 1; idx[32] = 7; //right idx[33] = 2; idx[34] = 7; idx[35] = 1; LLVector3 vert[8]; LLVector3 r = LLVector3(1,1,1); vert[0] = r.scaledVec(LLVector3(-1,1,1)); // 0 - left top front vert[1] = r.scaledVec(LLVector3(1,1,1)); // 1 - right top front vert[2] = r.scaledVec(LLVector3(1,-1,1)); // 2 - right bottom front vert[3] = r.scaledVec(LLVector3(-1,-1,1)); // 3 - left bottom front vert[4] = r.scaledVec(LLVector3(1,1,-1)); // 4 - left top back vert[5] = r.scaledVec(LLVector3(-1,1,-1)); // 5 - right top back vert[6] = r.scaledVec(LLVector3(-1,-1,-1)); // 6 - right bottom back vert[7] = r.scaledVec(LLVector3(1,-1,-1)); // 7 -left bottom back glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, 0, vert); glVertexPointer(3, GL_FLOAT, 0, vert); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, (GLushort*) idx); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void validate_framebuffer_object() { GLenum status; status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: //framebuffer OK, no error. break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: // frame buffer not OK: probably means unsupported depth buffer format llerrs << "Framebuffer Incomplete Dimensions." << llendl; break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: // frame buffer not OK: probably means unsupported depth buffer format llerrs << "Framebuffer Incomplete Attachment." << llendl; break; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: /* choose different formats */ llerrs << "Framebuffer unsupported." << llendl; break; default: llerrs << "Unknown framebuffer status." << llendl; break; } } void LLPipeline::blurReflectionMap(LLCubeMap* cube_in, LLCubeMap* cube_out) { #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif assertInitialized(); U32 res = (U32) gSavedSettings.getS32("RenderReflectionRes"); enableLightsFullbright(LLColor4::white); LLGLDepthTest depth(GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluPerspective(90.f+45.f/res, 1.f, 0.1f, 1024.f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); cube_out->enableTexture(0); cube_out->bind(); GLint width; glGetTexLevelParameteriv(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_TEXTURE_WIDTH, &width); if (width != res) { glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for (U32 i = 0; i < 6; i++) { glTexImage2D(gl_cube_face[i], 0, GL_RGBA, res, res, 0, GL_RGBA, GL_FLOAT, NULL); } } glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0); glViewport(0, 0, res, res); LLGLEnable blend(GL_BLEND); S32 kernel = 2; F32 step = 90.f/res; F32 alpha = 1.f / ((kernel*2)+1); gGL.color4f(alpha,alpha,alpha,alpha*1.25f); LLVector3 axis[] = { LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1) }; stop_glerror(); glViewport(0,0,res, res); gGL.blendFunc(GL_ONE, GL_ONE); cube_in->enableTexture(0); //3-axis blur for (U32 j = 0; j < 3; j++) { stop_glerror(); if (j == 0) { cube_in->bind(); } else { glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mBlurCubeTexture[j-1]); } stop_glerror(); LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mBlurCubeBuffer[j]); stop_glerror(); for (U32 i = 0; i < 6; i++) { stop_glerror(); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, gl_cube_face[i], j < 2 ? mBlurCubeTexture[j] : cube_out->getGLName(), 0); validate_framebuffer_object(); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); apply_cube_face_rotation(i); for (S32 x = -kernel; x <= kernel; ++x) { glPushMatrix(); glRotatef(x*step, axis[j].mV[0], axis[j].mV[1], axis[j].mV[2]); render_cube_map(); glPopMatrix(); } stop_glerror(); } } stop_glerror(); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); cube_in->disableTexture(); gViewerWindow->setupViewport(); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); #endif } void LLPipeline::bindScreenToTexture() { } void LLPipeline::renderBloom(BOOL for_snapshot) { if (!(gPipeline.canUseVertexShaders() && sRenderGlow && gGLManager.mHasFramebufferObject)) { return; } #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif assertInitialized(); if (gUseWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); LLVector2 tc1(0,0); LLVector2 tc2((F32) gViewerWindow->getWindowDisplayWidth(), (F32) gViewerWindow->getWindowDisplayHeight()); if (res_mod > 1) { tc2 /= (F32) res_mod; } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM); gGL.start(); LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); enableLightsFullbright(LLColor4(1,1,1,1)); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); LLGLDisable test(GL_ALPHA_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(0,0,0,0); if (for_snapshot) { mGlow[1].bindTexture(); { //LLGLEnable stencil(GL_STENCIL_TEST); //glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF); //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); //LLGLDisable blend(GL_BLEND); LLGLEnable blend(GL_BLEND); gGL.blendFunc(GL_ONE, GL_ONE); tc2.setVec(1,1); gGL.begin(GL_TRIANGLE_STRIP); gGL.color4f(1,1,1,1); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1,1); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(1,-1); gGL.texCoord2f(tc2.mV[0], tc2.mV[1]); gGL.vertex2f(1,1); gGL.end(); gGL.flush(); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } gGL.stop(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); return; } { { LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO); mGlow[2].bindTarget(); mGlow[2].clear(); } gGlowExtractProgram.bind(); F32 minLum = llclamp(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f, 1.0f); F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); gGlowExtractProgram.uniform1f("minLuminance", minLum); gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha); gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.f); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE); LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_RECTANGLE_ARB); mScreen.bindTexture(); gGL.color4f(1,1,1,1); gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); gGL.begin(GL_TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1,1); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(1,-1); gGL.texCoord2f(tc2.mV[0], tc2.mV[1]); gGL.vertex2f(1,1); gGL.end(); glEnable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); mGlow[2].flush(); } tc1.setVec(0,0); tc2.setVec(1,1); // power of two between 1 and 1024 U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow"); const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2; F32 delta = gSavedSettings.getF32("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 = gSavedSettings.getF32("RenderGlowStrength"); gGlowProgram.bind(); gGlowProgram.uniform1f("glowStrength", strength); for (S32 i = 0; i < kernel; i++) { LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); { LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO); mGlow[i%2].bindTarget(); mGlow[i%2].clear(); } if (i == 0) { mGlow[2].bindTexture(); } else { mGlow[(i-1)%2].bindTexture(); } if (i%2 == 0) { gGlowProgram.uniform2f("glowDelta", delta, 0); } else { gGlowProgram.uniform2f("glowDelta", 0, delta); } gGL.begin(GL_TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1,1); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(1,-1); gGL.texCoord2f(tc2.mV[0], tc2.mV[1]); gGL.vertex2f(1,1); gGL.end(); mGlow[i%2].flush(); } gGlowProgram.unbind(); if (LLRenderTarget::sUseFBO) { LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } gViewerWindow->setupViewport(); /*mGlow[1].bindTexture(); { LLGLEnable stencil(GL_STENCIL_TEST); glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); LLGLDisable blend(GL_BLEND); gGL.begin(GL_TRIANGLE_STRIP); gGL.color4f(1,1,1,1); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1,1); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(1,-1); gGL.texCoord2f(tc2.mV[0], tc2.mV[1]); gGL.vertex2f(1,1); gGL.end(); gGL.flush(); } if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_GLOW)) { tc2.setVec((F32) gViewerWindow->getWindowDisplayWidth(), (F32) gViewerWindow->getWindowDisplayHeight()); if (res_mod > 1) { tc2 /= (F32) res_mod; } LLGLEnable blend(GL_BLEND); gGL.blendFunc(GL_ONE, GL_ONE); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_RECTANGLE_ARB); mScreen.bindTexture(); gGL.begin(GL_TRIANGLE_STRIP); gGL.color4f(1,1,1,1); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); gGL.vertex2f(-1,1); gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); gGL.vertex2f(1,-1); gGL.texCoord2f(tc2.mV[0], tc2.mV[1]); gGL.vertex2f(1,1); gGL.end(); gGL.flush(); glEnable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); }*/ gGL.stop(); { LLVertexBuffer::unbind(); F32 uv0[] = { tc1.mV[0], tc1.mV[1], tc1.mV[0], tc2.mV[1], tc2.mV[0], tc1.mV[1], tc2.mV[0], tc2.mV[1] }; tc2.setVec((F32) gViewerWindow->getWindowDisplayWidth(), (F32) gViewerWindow->getWindowDisplayHeight()); if (res_mod > 1) { tc2 /= (F32) res_mod; } F32 uv1[] = { tc1.mV[0], tc1.mV[1], tc1.mV[0], tc2.mV[1], tc2.mV[0], tc1.mV[1], tc2.mV[0], tc2.mV[1] }; F32 v[] = { -1,-1, -1,1, 1,-1, 1,1 }; LLGLDisable blend(GL_BLEND); //tex unit 0 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); mGlow[1].bindTexture(); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, uv0); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_RECTANGLE_ARB); //tex unit 1 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glClientActiveTextureARB(GL_TEXTURE1_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, uv1); glVertexPointer(2, GL_FLOAT, 0, v); mScreen.bindTexture(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_RECTANGLE_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif } void LLPipeline::processImagery(LLCamera& camera) { for (LLWorld::region_list_t::iterator iter = gWorldp->getRegionList().begin(); iter != gWorldp->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); if (part) { part->processImagery(&camera); } } } 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) { if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate) { LLCamera camera = camera_in; camera.setFar(camera.getFar()*0.87654321f); LLPipeline::sReflectionRender = TRUE; S32 occlusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = llmin(occlusion, 1); U32 type_mask = gPipeline.mRenderTypeMask; glh::matrix4f projection = glh_get_current_projection(); glh::matrix4f mat; stop_glerror(); LLPlane plane; F32 height = gAgent.getRegion()->getWaterHeight(); F32 to_clip = fabsf(camera.getOrigin().mV[2]-height); F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by //plane params LLVector3 pnorm; F32 pd; S32 water_clip = 0; if (!gCamera->cameraUnderWater()) { //camera is above water, clip plane points up pnorm.setVec(0,0,1); pd = -height; plane.setVec(pnorm, pd); water_clip = -1; } else { //camera is below water, clip plane points down pnorm = LLVector3(0,0,-1); pd = height; plane.setVec(pnorm, pd); water_clip = 1; } if (!gCamera->cameraUnderWater()) { //generate planar reflection map LLViewerImage::unbindTexture(0, GL_TEXTURE_2D); glClearColor(0,0,0,0); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); mWaterRef.bindTarget(); mWaterRef.getViewport(gGLViewport); mWaterRef.clear(); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE); stop_glerror(); LLVector3 origin = camera.getOrigin(); glPushMatrix(); mat.set_scale(glh::vec3f(1,1,-1)); mat.set_translate(glh::vec3f(0,0,height*2.f)); glh::matrix4f current = glh_get_current_modelview(); mat = current * mat; glh_set_current_modelview(mat); glLoadMatrixf(mat.m); LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE); glCullFace(GL_FRONT); //initial sky pass (no user clip plane) { //mask out everything but the sky U32 tmp = mRenderTypeMask; mRenderTypeMask &= ((1 << LLPipeline::RENDER_TYPE_SKY) | (1 << LLPipeline::RENDER_TYPE_CLOUDS) | (1 << LLPipeline::RENDER_TYPE_WL_SKY)); static LLCullResult result; updateCull(camera, result); stateSort(camera, result); renderGeom(camera, TRUE); mRenderTypeMask = tmp; } if (LLDrawPoolWater::sNeedsReflectionUpdate) { mRenderTypeMask &= ~((1<cameraUnderWater() ? FALSE : TRUE; if (LLPipeline::sUnderWaterRender) { mRenderTypeMask &= ~((1<setupViewport(); mRenderTypeMask = type_mask; LLDrawPoolWater::sNeedsReflectionUpdate = FALSE; gCamera->setUserClipPlane(LLPlane(-pnorm, -pd)); LLPipeline::sUseOcclusion = occlusion; } } LLCubeMap* LLPipeline::findReflectionMap(const LLVector3& location) { LLViewerRegion* region = gWorldp->getRegionFromPosAgent(location); if (region) { LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); if (part) { LLSpatialGroup::OctreeNode* node = part->mOctree->getNodeAt(LLVector3d(location), 32.0); if (node) { LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); return group->mReflectionMap; } } } return NULL; } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture) { #if !LL_RELEASE_FOR_DOWNLOAD LLGLState::checkClientArrays(mask); #endif for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { LLSpatialGroup* group = *i; if (!group->isDead() && (!sUseOcclusion || !group->isState(LLSpatialGroup::OCCLUDED)) && gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) && group->mDrawMap.find(type) != group->mDrawMap.end()) { pass->renderGroup(group,type,mask,texture); } } } void LLPipeline::generateImpostor(LLVOAvatar* avatar) { static LLCullResult result; result.clear(); grabReferences(result); if (!avatar || !avatar->mDrawable) { return; } assertInitialized(); if (!avatar->mImpostor.isComplete()) { avatar->mImpostor.allocate(128,256,GL_RGBA,TRUE); avatar->mImpostor.bindTexture(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); } U32 mask = (1<mDrawable, *gCamera); LLVOAvatar::sUseImpostors = FALSE; LLVOAvatar::attachment_map_t::iterator iter; for (iter = avatar->mAttachmentPoints.begin(); iter != avatar->mAttachmentPoints.end(); ++iter) { LLViewerObject* object = iter->second->getObject(); if (object) { markVisible(object->mDrawable->getSpatialBridge(), *gCamera); } } stateSort(*gCamera, result); glClearColor(0.0f,0.0f,0.0f,0.0f); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilMask(0xFFFFFFFF); glClearStencil(0); { LLGLEnable scissor(GL_SCISSOR_TEST); glScissor(0, 0, 128, 256); avatar->mImpostor.bindTarget(); avatar->mImpostor.getViewport(gGLViewport); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } LLGLEnable stencil(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); const LLVector3* ext = avatar->mDrawable->getSpatialExtents(); LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset()); LLCamera camera = *gCamera; camera.lookAt(gCamera->getOrigin(), pos, gCamera->getUpAxis()); LLVector2 tdim; LLVector3 half_height = (ext[1]-ext[0])*0.5f; LLVector3 left = camera.getLeftAxis(); left *= left; left.normVec(); LLVector3 up = camera.getUpAxis(); up *= up; up.normVec(); tdim.mV[0] = fabsf(half_height * left); tdim.mV[1] = fabsf(half_height * up); glMatrixMode(GL_PROJECTION); glPushMatrix(); glh::matrix4f ortho = gl_ortho(-tdim.mV[0], tdim.mV[0], -tdim.mV[1], tdim.mV[1], 1.0, 256.0); glh_set_current_projection(ortho); glLoadMatrixf(ortho.m); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glh::matrix4f mat; camera.getOpenGLTransform(mat.m); mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; glLoadMatrixf(mat.m); glh_set_current_modelview(mat); renderGeom(camera); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 1, 0xFFFFFF); { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); LLVector3 left = camera.getLeftAxis()*tdim.mV[0]*2.f; LLVector3 up = camera.getUpAxis()*tdim.mV[1]*2.f; LLGLEnable blend(GL_BLEND); gGL.blendFunc(GL_ONE, GL_ONE); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); LLGLDepthTest depth(GL_FALSE, GL_FALSE); gGL.start(); gGL.color4ub(0,0,0,1); gGL.begin(GL_QUADS); gGL.vertex3fv((pos+left-up).mV); gGL.vertex3fv((pos-left-up).mV); gGL.vertex3fv((pos-left+up).mV); gGL.vertex3fv((pos+left+up).mV); gGL.end(); gGL.stop(); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } avatar->mImpostor.flush(); avatar->setImpostorDim(tdim); LLVOAvatar::sUseImpostors = TRUE; sUseOcclusion = occlusion; sReflectionRender = FALSE; sImpostorRender = FALSE; gPipeline.mRenderTypeMask = saved_mask; glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); avatar->mNeedsImpostorUpdate = FALSE; avatar->cacheImpostorValues(); } BOOL LLPipeline::hasRenderBatches(const U32 type) const { return sCull->getRenderMapSize(type) > 0; } LLCullResult::drawinfo_list_t::iterator LLPipeline::beginRenderMap(U32 type) { return sCull->beginRenderMap(type); } LLCullResult::drawinfo_list_t::iterator LLPipeline::endRenderMap(U32 type) { return sCull->endRenderMap(type); } LLCullResult::sg_list_t::iterator LLPipeline::beginAlphaGroups() { return sCull->beginAlphaGroups(); } LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups() { return sCull->endAlphaGroups(); }