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/**
* @file lldrawpool.cpp
* @brief LLDrawPool class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpool.h"
#include "llrender.h"
#include "llfasttimer.h"
#include "llviewercontrol.h"
#include "lldrawable.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolavatar.h"
#include "lldrawpoolbump.h"
#include "lldrawpoolmaterials.h"
#include "lldrawpoolground.h"
#include "lldrawpoolsimple.h"
#include "lldrawpoolsky.h"
#include "lldrawpooltree.h"
#include "lldrawpoolterrain.h"
#include "lldrawpoolwater.h"
#include "llface.h"
#include "llviewerobjectlist.h" // For debug listing.
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llviewercamera.h"
#include "lldrawpoolwlsky.h"
#include "llglslshader.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
#include "llviewershadermgr.h"
S32 LLDrawPool::sNumDrawPools = 0;
//=============================
// Draw Pool Implementation
//=============================
LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0)
{
LLDrawPool *poolp = NULL;
switch (type)
{
case POOL_SIMPLE:
poolp = new LLDrawPoolSimple();
break;
case POOL_GRASS:
poolp = new LLDrawPoolGrass();
break;
case POOL_ALPHA_MASK:
poolp = new LLDrawPoolAlphaMask();
break;
case POOL_FULLBRIGHT_ALPHA_MASK:
poolp = new LLDrawPoolFullbrightAlphaMask();
break;
case POOL_FULLBRIGHT:
poolp = new LLDrawPoolFullbright();
break;
case POOL_INVISIBLE:
poolp = new LLDrawPoolInvisible();
break;
case POOL_GLOW:
poolp = new LLDrawPoolGlow();
break;
case POOL_ALPHA:
poolp = new LLDrawPoolAlpha();
break;
case POOL_AVATAR:
case POOL_CONTROL_AV:
poolp = new LLDrawPoolAvatar(type);
break;
case POOL_TREE:
poolp = new LLDrawPoolTree(tex0);
break;
case POOL_TERRAIN:
poolp = new LLDrawPoolTerrain(tex0);
break;
case POOL_SKY:
poolp = new LLDrawPoolSky();
break;
case POOL_VOIDWATER:
case POOL_WATER:
poolp = new LLDrawPoolWater();
break;
case POOL_GROUND:
poolp = new LLDrawPoolGround();
break;
case POOL_BUMP:
poolp = new LLDrawPoolBump();
break;
case POOL_MATERIALS:
poolp = new LLDrawPoolMaterials();
break;
case POOL_WL_SKY:
poolp = new LLDrawPoolWLSky();
break;
default:
LL_ERRS() << "Unknown draw pool type!" << LL_ENDL;
return NULL;
}
llassert(poolp->mType == type);
return poolp;
}
LLDrawPool::LLDrawPool(const U32 type)
{
mType = type;
sNumDrawPools++;
mId = sNumDrawPools;
mShaderLevel = 0;
mSkipRender = false;
}
LLDrawPool::~LLDrawPool()
{
}
LLViewerTexture *LLDrawPool::getDebugTexture()
{
return NULL;
}
//virtual
void LLDrawPool::beginRenderPass( S32 pass )
{
}
//virtual
S32 LLDrawPool::getNumPasses()
{
return 1;
}
//virtual
void LLDrawPool::beginDeferredPass(S32 pass)
{
}
//virtual
void LLDrawPool::endDeferredPass(S32 pass)
{
}
//virtual
S32 LLDrawPool::getNumDeferredPasses()
{
return 0;
}
//virtual
void LLDrawPool::renderDeferred(S32 pass)
{
}
//virtual
void LLDrawPool::beginPostDeferredPass(S32 pass)
{
}
//virtual
void LLDrawPool::endPostDeferredPass(S32 pass)
{
}
//virtual
S32 LLDrawPool::getNumPostDeferredPasses()
{
return 0;
}
//virtual
void LLDrawPool::renderPostDeferred(S32 pass)
{
}
//virtual
void LLDrawPool::endRenderPass( S32 pass )
{
/*for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++)
{ //dummy cleanup of any currently bound textures
if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE)
{
gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
gGL.getTexUnit(i)->disable();
}
}*/
//make sure channel 0 is active channel
gGL.getTexUnit(0)->activate();
}
//virtual
void LLDrawPool::beginShadowPass(S32 pass)
{
}
//virtual
void LLDrawPool::endShadowPass(S32 pass)
{
}
//virtual
S32 LLDrawPool::getNumShadowPasses()
{
return 0;
}
//virtual
void LLDrawPool::renderShadow(S32 pass)
{
}
//=============================
// Face Pool Implementation
//=============================
LLFacePool::LLFacePool(const U32 type)
: LLDrawPool(type)
{
resetDrawOrders();
}
LLFacePool::~LLFacePool()
{
destroy();
}
void LLFacePool::destroy()
{
if (!mReferences.empty())
{
LL_INFOS() << mReferences.size() << " references left on deletion of draw pool!" << LL_ENDL;
}
}
void LLFacePool::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
{
}
void LLFacePool::enqueue(LLFace* facep)
{
mDrawFace.push_back(facep);
}
// virtual
BOOL LLFacePool::addFace(LLFace *facep)
{
addFaceReference(facep);
return TRUE;
}
// virtual
BOOL LLFacePool::removeFace(LLFace *facep)
{
removeFaceReference(facep);
vector_replace_with_last(mDrawFace, facep);
return TRUE;
}
// Not absolutely sure if we should be resetting all of the chained pools as well - djs
void LLFacePool::resetDrawOrders()
{
mDrawFace.resize(0);
}
LLViewerTexture *LLFacePool::getTexture()
{
return NULL;
}
void LLFacePool::removeFaceReference(LLFace *facep)
{
if (facep->getReferenceIndex() != -1)
{
if (facep->getReferenceIndex() != (S32)mReferences.size())
{
LLFace *back = mReferences.back();
mReferences[facep->getReferenceIndex()] = back;
back->setReferenceIndex(facep->getReferenceIndex());
}
mReferences.pop_back();
}
facep->setReferenceIndex(-1);
}
void LLFacePool::addFaceReference(LLFace *facep)
{
if (-1 == facep->getReferenceIndex())
{
facep->setReferenceIndex(mReferences.size());
mReferences.push_back(facep);
}
}
BOOL LLFacePool::verify() const
{
BOOL ok = TRUE;
for (std::vector<LLFace*>::const_iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
const LLFace* facep = *iter;
if (facep->getPool() != this)
{
LL_INFOS() << "Face in wrong pool!" << LL_ENDL;
facep->printDebugInfo();
ok = FALSE;
}
else if (!facep->verify())
{
ok = FALSE;
}
}
return ok;
}
void LLFacePool::printDebugInfo() const
{
LL_INFOS() << "Pool " << this << " Type: " << getType() << LL_ENDL;
}
BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
{
gGL.diffuseColor4fv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
{
glColor4ubv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
{
gGL.diffuseColor4f(r,g,b,a);
}
//=============================
// Render Pass Implementation
//=============================
LLRenderPass::LLRenderPass(const U32 type)
: LLDrawPool(type)
{
}
LLRenderPass::~LLRenderPass()
{
}
void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
{
LL_PROFILE_ZONE_SCOPED;
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo *pparams = *k;
if (pparams)
{
pushBatch(*pparams, mask, texture);
}
}
}
void LLRenderPass::renderRiggedGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
{
LL_PROFILE_ZONE_SCOPED;
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
mask |= LLVertexBuffer::MAP_WEIGHT4;
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo* pparams = *k;
if (pparams)
{
if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
{
uploadMatrixPalette(*pparams);
lastAvatar = pparams->mAvatar;
lastMeshId = pparams->mSkinInfo->mHash;
}
pushBatch(*pparams, mask, texture);
}
}
}
void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures)
{
LL_PROFILE_ZONE_SCOPED;
for (LLCullResult::drawinfo_iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
{
LLDrawInfo* pparams = *i;
if (pparams)
{
pushBatch(*pparams, mask, texture, batch_textures);
}
}
}
void LLRenderPass::pushRiggedBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures)
{
LL_PROFILE_ZONE_SCOPED;
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
mask |= LLVertexBuffer::MAP_WEIGHT4;
for (LLCullResult::drawinfo_iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
{
LLDrawInfo* pparams = *i;
if (pparams)
{
if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
{
uploadMatrixPalette(*pparams);
lastAvatar = pparams->mAvatar;
lastMeshId = pparams->mSkinInfo->mHash;
}
pushBatch(*pparams, mask, texture, batch_textures);
}
}
}
void LLRenderPass::pushMaskBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures)
{
LL_PROFILE_ZONE_SCOPED;
for (LLCullResult::drawinfo_iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
{
LLDrawInfo* pparams = *i;
if (pparams)
{
LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(pparams->mAlphaMaskCutoff);
pushBatch(*pparams, mask, texture, batch_textures);
}
}
}
void LLRenderPass::pushRiggedMaskBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures)
{
LL_PROFILE_ZONE_SCOPED;
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
for (LLCullResult::drawinfo_iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
{
LLDrawInfo* pparams = *i;
if (pparams)
{
if (LLGLSLShader::sCurBoundShaderPtr)
{
LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(pparams->mAlphaMaskCutoff);
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, pparams->mAlphaMaskCutoff);
}
if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
{
uploadMatrixPalette(*pparams);
lastAvatar = pparams->mAvatar;
lastMeshId = pparams->mSkinInfo->mHash;
}
pushBatch(*pparams, mask | LLVertexBuffer::MAP_WEIGHT4, texture, batch_textures);
}
}
}
void LLRenderPass::applyModelMatrix(const LLDrawInfo& params)
{
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
if (params.mModelMatrix)
{
gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
}
void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
LL_PROFILE_ZONE_SCOPED;
if (!params.mCount)
{
return;
}
applyModelMatrix(params);
bool tex_setup = false;
if (texture)
{
if (batch_textures && params.mTextureList.size() > 1)
{
for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
if (params.mTextureList[i].notNull())
{
gGL.getTexUnit(i)->bindFast(params.mTextureList[i]);
}
}
}
else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTexture.notNull())
{
gGL.getTexUnit(0)->bindFast(params.mTexture);
if (params.mTextureMatrix)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
else
{
gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
}
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
params.mVertexBuffer->setBufferFast(mask);
params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
if (tex_setup)
{
gGL.matrixMode(LLRender::MM_TEXTURE0);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
// static
bool LLRenderPass::uploadMatrixPalette(LLDrawInfo& params)
{
// upload matrix palette to shader
const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
U32 count = mpc.mMatrixPalette.size();
if (count == 0)
{
//skin info not loaded yet, don't render
return false;
}
LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
count,
FALSE,
(GLfloat*)&(mpc.mGLMp[0]));
return true;
}
|