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/**
* @file llrender.h
* @brief LLRender definition
*
* This class acts as a wrapper for OpenGL calls.
* The goal of this class is to minimize the number of api calls due to legacy rendering
* code, to define an interface for a multiple rendering API abstraction of the UI
* rendering, and to abstract out direct rendering calls in a way that is cleaner and easier to maintain.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLGLRENDER_H
#define LL_LLGLRENDER_H
//#include "linden_common.h"
#include <array>
#include "v2math.h"
#include "v3math.h"
#include "v4coloru.h"
#include "v4math.h"
#include "llstrider.h"
#include "llpointer.h"
#include "llglheaders.h"
#include "llmatrix4a.h"
#include "glm/mat4x4.hpp"
#include <array>
#include <list>
class LLVertexBuffer;
class LLCubeMap;
class LLImageGL;
class LLRenderTarget;
class LLTexture;
class LLVertexBufferData;
#define LL_MATRIX_STACK_DEPTH 32
constexpr U32 LL_NUM_TEXTURE_LAYERS = 32;
constexpr U32 LL_NUM_LIGHT_UNITS = 8;
class LLTexUnit
{
friend class LLRender;
public:
static U32 sWhiteTexture;
typedef enum
{
TT_TEXTURE = 0, // Standard 2D Texture
#if GL_VERSION_3_1
TT_RECT_TEXTURE, // Non power of 2 texture
#endif
TT_CUBE_MAP, // 6-sided cube map texture
#if GL_VERSION_4_0
TT_CUBE_MAP_ARRAY, // Array of cube maps
#endif
#if GL_VERSION_3_2
TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample
#endif
TT_TEXTURE_3D, // standard 3D Texture
TT_NONE, // No texture type is currently enabled
} eTextureType;
typedef enum
{
TAM_WRAP = 0, // Standard 2D Texture
TAM_MIRROR, // Non power of 2 texture
TAM_CLAMP // No texture type is currently enabled
} eTextureAddressMode;
typedef enum
{ // Note: If mipmapping or anisotropic are not enabled or supported it should fall back gracefully
TFO_POINT = 0, // Equal to: min=point, mag=point, mip=none.
TFO_BILINEAR, // Equal to: min=linear, mag=linear, mip=point.
TFO_TRILINEAR, // Equal to: min=linear, mag=linear, mip=linear.
TFO_ANISOTROPIC // Equal to: min=anisotropic, max=anisotropic, mip=linear.
} eTextureFilterOptions;
typedef enum
{
TMG_NONE = 0, // Mipmaps are not automatically generated for this texture.
TMG_AUTO, // Mipmaps are automatically generated for this texture.
TMG_MANUAL // Mipmaps are manually generated for this texture.
} eTextureMipGeneration;
typedef enum
{
TB_REPLACE = 0,
TB_ADD,
TB_MULT,
TB_MULT_X2,
TB_ALPHA_BLEND,
TB_COMBINE // Doesn't need to be set directly, setTexture___Blend() set TB_COMBINE automatically
} eTextureBlendType;
typedef enum
{
TBO_REPLACE = 0, // Use Source 1
TBO_MULT, // Multiply: ( Source1 * Source2 )
TBO_MULT_X2, // Multiply then scale by 2: ( 2.0 * ( Source1 * Source2 ) )
TBO_MULT_X4, // Multiply then scale by 4: ( 4.0 * ( Source1 * Source2 ) )
TBO_ADD, // Add: ( Source1 + Source2 )
TBO_ADD_SIGNED, // Add then subtract 0.5: ( ( Source1 + Source2 ) - 0.5 )
TBO_SUBTRACT, // Subtract Source2 from Source1: ( Source1 - Source2 )
TBO_LERP_VERT_ALPHA, // Interpolate based on Vertex Alpha (VA): ( Source1 * VA + Source2 * (1-VA) )
TBO_LERP_TEX_ALPHA, // Interpolate based on Texture Alpha (TA): ( Source1 * TA + Source2 * (1-TA) )
TBO_LERP_PREV_ALPHA, // Interpolate based on Previous Alpha (PA): ( Source1 * PA + Source2 * (1-PA) )
TBO_LERP_CONST_ALPHA // Interpolate based on Const Alpha (CA): ( Source1 * CA + Source2 * (1-CA) )
} eTextureBlendOp;
typedef enum
{
TBS_PREV_COLOR = 0, // Color from the previous texture stage
TBS_PREV_ALPHA,
TBS_ONE_MINUS_PREV_COLOR,
TBS_ONE_MINUS_PREV_ALPHA,
TBS_TEX_COLOR, // Color from the texture bound to this stage
TBS_TEX_ALPHA,
TBS_ONE_MINUS_TEX_COLOR,
TBS_ONE_MINUS_TEX_ALPHA,
TBS_VERT_COLOR, // The vertex color currently set
TBS_VERT_ALPHA,
TBS_ONE_MINUS_VERT_COLOR,
TBS_ONE_MINUS_VERT_ALPHA,
TBS_CONST_COLOR, // The constant color value currently set
TBS_CONST_ALPHA,
TBS_ONE_MINUS_CONST_COLOR,
TBS_ONE_MINUS_CONST_ALPHA
} eTextureBlendSrc;
typedef enum
{
TCS_LINEAR = 0,
TCS_SRGB
} eTextureColorSpace;
LLTexUnit(S32 index = -1);
// Refreshes renderer state of the texture unit to the cached values
// Needed when the render context has changed and invalidated the current state
void refreshState(void);
// returns the index of this texture unit
S32 getIndex(void) const { return mIndex; }
// Sets this tex unit to be the currently active one
void activate(void);
// Enables this texture unit for the given texture type
// (automatically disables any previously enabled texture type)
void enable(eTextureType type);
// Disables the current texture unit
void disable(void);
// Binds the LLImageGL to this texture unit
// (automatically enables the unit for the LLImageGL's texture type)
bool bind(LLImageGL* texture, bool for_rendering = false, bool forceBind = false, S32 usename = 0);
bool bind(LLTexture* texture, bool for_rendering = false, bool forceBind = false);
// bind implementation for inner loops
// makes the following assumptions:
// - No need for gGL.flush()
// - texture is not null
// - gl_tex->getTexName() is not zero
// - This texture is not being bound redundantly
// - USE_SRGB_DECODE is disabled
// - mTexOptionsDirty is false
// -
void bindFast(LLTexture* texture);
// Binds a cubemap to this texture unit
// (automatically enables the texture unit for cubemaps)
bool bind(LLCubeMap* cubeMap);
// Binds a render target to this texture unit
// (automatically enables the texture unit for the RT's texture type)
bool bind(LLRenderTarget * renderTarget, bool bindDepth = false);
// Manually binds a texture to the texture unit
// (automatically enables the tex unit for the given texture type)
bool bindManual(eTextureType type, U32 texture, bool hasMips = false);
// Unbinds the currently bound texture of the given type
// (only if there's a texture of the given type currently bound)
void unbind(eTextureType type);
// Fast but unsafe version of unbind
void unbindFast(eTextureType type);
// Sets the addressing mode used to sample the texture
// Warning: this stays set for the bound texture forever,
// make sure you want to permanently change the address mode for the bound texture.
void setTextureAddressMode(eTextureAddressMode mode);
// Sets the filtering options used to sample the texture
// Warning: this stays set for the bound texture forever,
// make sure you want to permanently change the filtering for the bound texture.
void setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option);
static U32 getInternalType(eTextureType type);
U32 getCurrTexture(void) { return mCurrTexture; }
eTextureType getCurrType(void) { return mCurrTexType; }
void setHasMipMaps(bool hasMips) { mHasMipMaps = hasMips; }
protected:
friend class LLRender;
S32 mIndex;
U32 mCurrTexture;
eTextureType mCurrTexType;
S32 mCurrColorScale;
S32 mCurrAlphaScale;
bool mHasMipMaps;
void debugTextureUnit(void);
void setColorScale(S32 scale);
void setAlphaScale(S32 scale);
GLint getTextureSource(eTextureBlendSrc src);
GLint getTextureSourceType(eTextureBlendSrc src, bool isAlpha = false);
};
class LLLightState
{
public:
LLLightState(S32 index = -1);
void enable();
void disable();
void setDiffuse(const LLColor4& diffuse);
void setDiffuseB(const LLColor4& diffuse);
void setAmbient(const LLColor4& ambient);
void setSpecular(const LLColor4& specular);
void setPosition(const LLVector4& position);
void setConstantAttenuation(const F32& atten);
void setLinearAttenuation(const F32& atten);
void setQuadraticAttenuation(const F32& atten);
void setSpotExponent(const F32& exponent);
void setSpotCutoff(const F32& cutoff);
void setSpotDirection(const LLVector3& direction);
void setSunPrimary(bool v);
void setSize(F32 size);
void setFalloff(F32 falloff);
protected:
friend class LLRender;
S32 mIndex;
bool mEnabled;
LLColor4 mDiffuse;
LLColor4 mDiffuseB;
bool mSunIsPrimary;
LLColor4 mAmbient;
LLColor4 mSpecular;
LLVector4 mPosition;
LLVector3 mSpotDirection;
F32 mConstantAtten;
F32 mLinearAtten;
F32 mQuadraticAtten;
F32 mSpotExponent;
F32 mSpotCutoff;
F32 mSize = 0.f;
F32 mFalloff = 0.f;
};
class LLRender
{
friend class LLTexUnit;
public:
enum eTexIndex : U8
{
// Channels for material textures
DIFFUSE_MAP = 0,
ALTERNATE_DIFFUSE_MAP = 1,
NORMAL_MAP = 1,
SPECULAR_MAP = 2,
// Channels for PBR textures
BASECOLOR_MAP = 3,
METALLIC_ROUGHNESS_MAP = 4,
GLTF_NORMAL_MAP = 5,
EMISSIVE_MAP = 6,
// Total number of channels
NUM_TEXTURE_CHANNELS = 7,
};
enum eVolumeTexIndex : U8
{
LIGHT_TEX = 0,
SCULPT_TEX,
NUM_VOLUME_TEXTURE_CHANNELS,
};
enum eGeomModes : U8
{
TRIANGLES = 0,
TRIANGLE_STRIP,
TRIANGLE_FAN,
POINTS,
LINES,
LINE_STRIP,
LINE_LOOP,
NUM_MODES
};
enum eCompareFunc : U8
{
CF_NEVER = 0,
CF_ALWAYS,
CF_LESS,
CF_LESS_EQUAL,
CF_EQUAL,
CF_NOT_EQUAL,
CF_GREATER_EQUAL,
CF_GREATER,
CF_DEFAULT
};
enum eBlendType : U8
{
BT_ALPHA = 0,
BT_ADD,
BT_ADD_WITH_ALPHA, // Additive blend modulated by the fragment's alpha.
BT_MULT,
BT_MULT_ALPHA,
BT_MULT_X2,
BT_REPLACE
};
// WARNING: this MUST match the LL_PART_BF enum in LLPartData, so set values explicitly in case someone
// decides to add more or reorder them
enum eBlendFactor : U8
{
BF_ONE = 0,
BF_ZERO = 1,
BF_DEST_COLOR = 2,
BF_SOURCE_COLOR = 3,
BF_ONE_MINUS_DEST_COLOR = 4,
BF_ONE_MINUS_SOURCE_COLOR = 5,
BF_DEST_ALPHA = 6,
BF_SOURCE_ALPHA = 7,
BF_ONE_MINUS_DEST_ALPHA = 8,
BF_ONE_MINUS_SOURCE_ALPHA = 9,
BF_UNDEF
};
enum eMatrixMode : U8
{
MM_MODELVIEW = 0,
MM_PROJECTION,
MM_TEXTURE0,
MM_TEXTURE1,
MM_TEXTURE2,
MM_TEXTURE3,
NUM_MATRIX_MODES,
MM_TEXTURE
};
LLRender();
~LLRender();
bool init(bool needs_vertex_buffer);
void initVertexBuffer();
void resetVertexBuffer();
void shutdown();
// Refreshes renderer state to the cached values
// Needed when the render context has changed and invalidated the current state
void refreshState(void);
void translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
void scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
void rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z);
void ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar);
void pushMatrix();
void popMatrix();
void loadMatrix(const GLfloat* m);
void loadIdentity();
void multMatrix(const GLfloat* m);
void matrixMode(eMatrixMode mode);
eMatrixMode getMatrixMode();
const glm::mat4& getModelviewMatrix();
const glm::mat4& getProjectionMatrix();
void syncMatrices();
void syncLightState();
void translateUI(F32 x, F32 y, F32 z);
void scaleUI(F32 x, F32 y, F32 z);
void pushUIMatrix();
void popUIMatrix();
void loadUIIdentity();
LLVector3 getUITranslation();
LLVector3 getUIScale();
void flush();
// if list is set, will store buffers in list for later use, if list isn't set, will use cache
void beginList(std::list<LLVertexBufferData> *list);
void endList();
void begin(const GLuint& mode);
void end();
U8 getMode() const { return mMode; }
void vertex2i(const GLint& x, const GLint& y);
void vertex2f(const GLfloat& x, const GLfloat& y);
void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z);
void vertex2fv(const GLfloat* v);
void vertex3fv(const GLfloat* v);
void texCoord2i(const GLint& x, const GLint& y);
void texCoord2f(const GLfloat& x, const GLfloat& y);
void texCoord2fv(const GLfloat* tc);
void color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a);
void color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a);
void color4fv(const GLfloat* c);
void color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b);
void color3fv(const GLfloat* c);
void color4ubv(const GLubyte* c);
void diffuseColor3f(F32 r, F32 g, F32 b);
void diffuseColor3fv(const F32* c);
void diffuseColor4f(F32 r, F32 g, F32 b, F32 a);
void diffuseColor4fv(const F32* c);
void diffuseColor4ubv(const U8* c);
void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a);
void vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count);
void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count);
void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
void setColorMask(bool writeColor, bool writeAlpha);
void setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha);
void setSceneBlendType(eBlendType type);
// applies blend func to both color and alpha
void blendFunc(eBlendFactor sfactor, eBlendFactor dfactor);
// applies separate blend functions to color and alpha
void blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor,
eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor);
LLLightState* getLight(U32 index);
void setAmbientLightColor(const LLColor4& color);
LLTexUnit* getTexUnit(U32 index);
U32 getCurrentTexUnitIndex(void) const { return mCurrTextureUnitIndex; }
bool verifyTexUnitActive(U32 unitToVerify);
void debugTexUnits(void);
void clearErrors();
struct Vertex
{
GLfloat v[3];
GLubyte c[4];
GLfloat uv[2];
};
public:
static U32 sUICalls;
static U32 sUIVerts;
static bool sGLCoreProfile;
static bool sNsightDebugSupport;
static LLVector2 sUIGLScaleFactor;
private:
friend class LLLightState;
LLVertexBuffer* bufferfromCache(U32 attribute_mask, U32 count);
LLVertexBuffer* genBuffer(U32 attribute_mask, S32 count);
void drawBuffer(LLVertexBuffer* vb, U32 mode, S32 count);
void resetStriders(S32 count);
eMatrixMode mMatrixMode;
U32 mMatIdx[NUM_MATRIX_MODES];
U32 mMatHash[NUM_MATRIX_MODES];
glm::mat4 mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH];
U32 mCurMatHash[NUM_MATRIX_MODES];
U32 mLightHash;
LLColor4 mAmbientLightColor;
bool mDirty;
U32 mCount;
U32 mMode;
U32 mCurrTextureUnitIndex;
bool mCurrColorMask[4];
LLPointer<LLVertexBuffer> mBuffer;
LLStrider<LLVector4a> mVerticesp;
LLStrider<LLVector2> mTexcoordsp;
LLStrider<LLColor4U> mColorsp;
std::array<LLTexUnit, LL_NUM_TEXTURE_LAYERS> mTexUnits;
LLTexUnit mDummyTexUnit;
std::array<LLLightState, LL_NUM_LIGHT_UNITS> mLightState;
eBlendFactor mCurrBlendColorSFactor;
eBlendFactor mCurrBlendColorDFactor;
eBlendFactor mCurrBlendAlphaSFactor;
eBlendFactor mCurrBlendAlphaDFactor;
std::vector<LLVector3> mUIOffset;
std::vector<LLVector3> mUIScale;
};
extern F32 gGLModelView[16];
extern F32 gGLLastModelView[16];
extern F32 gGLLastProjection[16];
extern F32 gGLProjection[16];
extern S32 gGLViewport[4];
extern glm::mat4 gGLDeltaModelView;
extern glm::mat4 gGLInverseDeltaModelView;
extern thread_local LLRender gGL;
// This rotation matrix moves the default OpenGL reference frame
// (-Z at, Y up) to Cory's favorite reference frame (X at, Z up)
const F32 OGL_TO_CFR_ROTATION[16] = { 0.f, 0.f, -1.f, 0.f, // -Z becomes X
-1.f, 0.f, 0.f, 0.f, // -X becomes Y
0.f, 1.f, 0.f, 0.f, // Y becomes Z
0.f, 0.f, 0.f, 1.f };
glm::mat4 copy_matrix(F32* src);
glm::mat4 get_current_modelview();
glm::mat4 get_current_projection();
glm::mat4 get_last_modelview();
glm::mat4 get_last_projection();
void copy_matrix(const glm::mat4& src, F32* dst);
void set_current_modelview(const glm::mat4& mat);
void set_current_projection(const glm::mat4& mat);
void set_last_modelview(const glm::mat4& mat);
void set_last_projection(const glm::mat4& mat);
// glh compat
glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec);
#define LL_SHADER_LOADING_WARNS(...) LL_WARNS()
#endif
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