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/**
* @file lldrawpool.h
* @brief LLDrawPool class definition
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#ifndef LL_LLDRAWPOOL_H
#define LL_LLDRAWPOOL_H
#include "v4coloru.h"
#include "v2math.h"
#include "v3math.h"
#include "llvertexbuffer.h"
class LLFace;
class LLViewerTexture;
class LLViewerFetchedTexture;
class LLSpatialGroup;
class LLDrawInfo;
class LLVOAvatar;
class LLMeshSkinInfo;
class LLDrawPool
{
public:
static S32 sNumDrawPools;
enum
{
// Correspond to LLPipeline render type
// Also controls render order, so passes that don't use alpha masking/blending should come before
// other passes to preserve hierarchical Z for occlusion queries. Occlusion queries happen just
// before grass, so grass should be the first alpha masked pool. Other ordering should be done
// based on fill rate and likelihood to occlude future passes (faster, large occluders first).
//
POOL_SIMPLE = 1,
POOL_GROUND,
POOL_FULLBRIGHT,
POOL_BUMP,
POOL_TERRAIN,
POOL_MATERIALS,
POOL_GRASS,
POOL_GLTF_PBR,
POOL_TREE,
POOL_ALPHA_MASK,
POOL_FULLBRIGHT_ALPHA_MASK,
POOL_SKY,
POOL_WL_SKY,
POOL_INVISIBLE, // see below *
POOL_AVATAR,
POOL_CONTROL_AV, // Animesh
POOL_GLOW,
POOL_ALPHA_PRE_WATER,
POOL_VOIDWATER,
POOL_WATER,
POOL_ALPHA_POST_WATER,
POOL_ALPHA, // note there is no actual "POOL_ALPHA" but pre-water and post-water pools consume POOL_ALPHA faces
NUM_POOL_TYPES,
// * invisiprims work by rendering to the depth buffer but not the color buffer, occluding anything rendered after them
// - and the LLDrawPool types enum controls what order things are rendered in
// - so, it has absolute control over what invisprims block
// ...invisiprims being rendered in pool_invisible
// ...shiny/bump mapped objects in rendered in POOL_BUMP
};
LLDrawPool(const U32 type);
virtual ~LLDrawPool();
virtual BOOL isDead() = 0;
S32 getId() const { return mId; }
U32 getType() const { return mType; }
BOOL getSkipRenderFlag() const { return mSkipRender;}
void setSkipRenderFlag( BOOL flag ) { mSkipRender = flag; }
virtual LLViewerTexture *getDebugTexture();
virtual void beginRenderPass( S32 pass );
virtual void endRenderPass( S32 pass );
virtual S32 getNumPasses();
virtual void beginDeferredPass(S32 pass);
virtual void endDeferredPass(S32 pass);
virtual S32 getNumDeferredPasses();
virtual void renderDeferred(S32 pass = 0);
virtual void beginPostDeferredPass(S32 pass);
virtual void endPostDeferredPass(S32 pass);
virtual S32 getNumPostDeferredPasses();
virtual void renderPostDeferred(S32 pass = 0);
virtual void beginShadowPass(S32 pass);
virtual void endShadowPass(S32 pass);
virtual S32 getNumShadowPasses();
virtual void renderShadow(S32 pass = 0);
virtual void render(S32 pass = 0) {};
virtual void prerender() {};
virtual U32 getVertexDataMask() = 0;
virtual BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
virtual S32 getShaderLevel() const { return mShaderLevel; }
static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
virtual LLViewerTexture* getTexture() = 0;
virtual BOOL isFacePool() { return FALSE; }
virtual void resetDrawOrders() = 0;
protected:
S32 mShaderLevel;
S32 mId;
U32 mType; // Type of draw pool
BOOL mSkipRender;
};
class LLRenderPass : public LLDrawPool
{
public:
// list of possible LLRenderPass types to assign a render batch to
// NOTE: "rigged" variant MUST be non-rigged variant + 1
// see LLVolumeGeometryManager::registerFace()
enum
{
PASS_SIMPLE = NUM_POOL_TYPES,
PASS_SIMPLE_RIGGED,
PASS_GRASS,
PASS_FULLBRIGHT,
PASS_FULLBRIGHT_RIGGED,
PASS_INVISIBLE,
PASS_INVISIBLE_RIGGED,
PASS_INVISI_SHINY,
PASS_INVISI_SHINY_RIGGED,
PASS_FULLBRIGHT_SHINY,
PASS_FULLBRIGHT_SHINY_RIGGED,
PASS_SHINY,
PASS_SHINY_RIGGED,
PASS_BUMP,
PASS_BUMP_RIGGED,
PASS_POST_BUMP,
PASS_POST_BUMP_RIGGED,
PASS_MATERIAL,
PASS_MATERIAL_RIGGED,
PASS_MATERIAL_ALPHA,
PASS_MATERIAL_ALPHA_RIGGED,
PASS_MATERIAL_ALPHA_MASK, // Diffuse texture used as alpha mask
PASS_MATERIAL_ALPHA_MASK_RIGGED,
PASS_MATERIAL_ALPHA_EMISSIVE,
PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED,
PASS_SPECMAP,
PASS_SPECMAP_RIGGED,
PASS_SPECMAP_BLEND,
PASS_SPECMAP_BLEND_RIGGED,
PASS_SPECMAP_MASK, // Diffuse texture used as alpha mask and specular texture(map)
PASS_SPECMAP_MASK_RIGGED,
PASS_SPECMAP_EMISSIVE,
PASS_SPECMAP_EMISSIVE_RIGGED,
PASS_NORMMAP,
PASS_NORMMAP_RIGGED,
PASS_NORMMAP_BLEND,
PASS_NORMMAP_BLEND_RIGGED,
PASS_NORMMAP_MASK, // Diffuse texture used as alpha mask and normal map
PASS_NORMMAP_MASK_RIGGED,
PASS_NORMMAP_EMISSIVE,
PASS_NORMMAP_EMISSIVE_RIGGED,
PASS_NORMSPEC,
PASS_NORMSPEC_RIGGED,
PASS_NORMSPEC_BLEND,
PASS_NORMSPEC_BLEND_RIGGED,
PASS_NORMSPEC_MASK, // Diffuse texture used as alpha mask with normal and specular map
PASS_NORMSPEC_MASK_RIGGED,
PASS_NORMSPEC_EMISSIVE,
PASS_NORMSPEC_EMISSIVE_RIGGED,
PASS_GLOW,
PASS_GLOW_RIGGED,
PASS_ALPHA,
PASS_ALPHA_RIGGED,
PASS_ALPHA_MASK,
PASS_ALPHA_MASK_RIGGED,
PASS_FULLBRIGHT_ALPHA_MASK, // Diffuse texture used as alpha mask and fullbright
PASS_FULLBRIGHT_ALPHA_MASK_RIGGED,
PASS_ALPHA_INVISIBLE,
PASS_ALPHA_INVISIBLE_RIGGED,
PASS_GLTF_PBR,
PASS_GLTF_PBR_RIGGED,
PASS_GLTF_PBR_ALPHA_MASK,
PASS_GLTF_PBR_ALPHA_MASK_RIGGED,
NUM_RENDER_TYPES,
};
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
static inline const char* lookupPassName(U32 pass)
{
switch (pass)
{
case PASS_SIMPLE:
return "PASS_SIMPLE";
case PASS_SIMPLE_RIGGED:
return "PASS_SIMPLE_RIGGED";
case PASS_GRASS:
return "PASS_GRASS";
case PASS_FULLBRIGHT:
return "PASS_FULLBRIGHT";
case PASS_FULLBRIGHT_RIGGED:
return "PASS_FULLBRIGHT_RIGGED";
case PASS_INVISIBLE:
return "PASS_INVISIBLE";
case PASS_INVISIBLE_RIGGED:
return "PASS_INVISIBLE_RIGGED";
case PASS_INVISI_SHINY:
return "PASS_INVISI_SHINY";
case PASS_INVISI_SHINY_RIGGED:
return "PASS_INVISI_SHINY_RIGGED";
case PASS_FULLBRIGHT_SHINY:
return "PASS_FULLBRIGHT_SHINY";
case PASS_FULLBRIGHT_SHINY_RIGGED:
return "PASS_FULLBRIGHT_SHINY_RIGGED";
case PASS_SHINY:
return "PASS_SHINY";
case PASS_SHINY_RIGGED:
return "PASS_SHINY_RIGGED";
case PASS_BUMP:
return "PASS_BUMP";
case PASS_BUMP_RIGGED:
return "PASS_BUMP_RIGGED";
case PASS_POST_BUMP:
return "PASS_POST_BUMP";
case PASS_POST_BUMP_RIGGED:
return "PASS_POST_BUMP_RIGGED";
case PASS_MATERIAL:
return "PASS_MATERIAL";
case PASS_MATERIAL_RIGGED:
return "PASS_MATERIAL_RIGGED";
case PASS_MATERIAL_ALPHA:
return "PASS_MATERIAL_ALPHA";
case PASS_MATERIAL_ALPHA_RIGGED:
return "PASS_MATERIAL_ALPHA_RIGGED";
case PASS_MATERIAL_ALPHA_MASK:
return "PASS_MATERIAL_ALPHA_MASK";
case PASS_MATERIAL_ALPHA_MASK_RIGGED:
return "PASS_MATERIAL_ALPHA_MASK_RIGGED";
case PASS_MATERIAL_ALPHA_EMISSIVE:
return "PASS_MATERIAL_ALPHA_EMISSIVE";
case PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED:
return "PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED";
case PASS_SPECMAP:
return "PASS_SPECMAP";
case PASS_SPECMAP_RIGGED:
return "PASS_SPECMAP_RIGGED";
case PASS_SPECMAP_BLEND:
return "PASS_SPECMAP_BLEND";
case PASS_SPECMAP_BLEND_RIGGED:
return "PASS_SPECMAP_BLEND_RIGGED";
case PASS_SPECMAP_MASK:
return "PASS_SPECMAP_MASK";
case PASS_SPECMAP_MASK_RIGGED:
return "PASS_SPECMAP_MASK_RIGGED";
case PASS_SPECMAP_EMISSIVE:
return "PASS_SPECMAP_EMISSIVE";
case PASS_SPECMAP_EMISSIVE_RIGGED:
return "PASS_SPECMAP_EMISSIVE_RIGGED";
case PASS_NORMMAP:
return "PASS_NORMAMAP";
case PASS_NORMMAP_RIGGED:
return "PASS_NORMMAP_RIGGED";
case PASS_NORMMAP_BLEND:
return "PASS_NORMMAP_BLEND";
case PASS_NORMMAP_BLEND_RIGGED:
return "PASS_NORMMAP_BLEND_RIGGED";
case PASS_NORMMAP_MASK:
return "PASS_NORMMAP_MASK";
case PASS_NORMMAP_MASK_RIGGED:
return "PASS_NORMMAP_MASK_RIGGED";
case PASS_NORMMAP_EMISSIVE:
return "PASS_NORMMAP_EMISSIVE";
case PASS_NORMMAP_EMISSIVE_RIGGED:
return "PASS_NORMMAP_EMISSIVE_RIGGED";
case PASS_NORMSPEC:
return "PASS_NORMSPEC";
case PASS_NORMSPEC_RIGGED:
return "PASS_NORMSPEC_RIGGED";
case PASS_NORMSPEC_BLEND:
return "PASS_NORMSPEC_BLEND";
case PASS_NORMSPEC_BLEND_RIGGED:
return "PASS_NORMSPEC_BLEND_RIGGED";
case PASS_NORMSPEC_MASK:
return "PASS_NORMSPEC_MASK";
case PASS_NORMSPEC_MASK_RIGGED:
return "PASS_NORMSPEC_MASK_RIGGED";
case PASS_NORMSPEC_EMISSIVE:
return "PASS_NORMSPEC_EMISSIVE";
case PASS_NORMSPEC_EMISSIVE_RIGGED:
return "PASS_NORMSPEC_EMISSIVE_RIGGED";
case PASS_GLOW:
return "PASS_GLOW";
case PASS_GLOW_RIGGED:
return "PASS_GLOW_RIGGED";
case PASS_ALPHA:
return "PASS_ALPHA";
case PASS_ALPHA_RIGGED:
return "PASS_ALPHA_RIGGED";
case PASS_ALPHA_MASK:
return "PASS_ALPHA_MASK";
case PASS_ALPHA_MASK_RIGGED:
return "PASS_ALPHA_MASK_RIGGED";
case PASS_FULLBRIGHT_ALPHA_MASK:
return "PASS_FULLBRIGHT_ALPHA_MASK";
case PASS_FULLBRIGHT_ALPHA_MASK_RIGGED:
return "PASS_FULLBRIGHT_ALPHA_MASK_RIGGED";
case PASS_ALPHA_INVISIBLE:
return "PASS_ALPHA_INVISIBLE";
case PASS_ALPHA_INVISIBLE_RIGGED:
return "PASS_ALPHA_INVISIBLE_RIGGED";
case PASS_GLTF_PBR:
return "PASS_GLTF_PBR";
case PASS_GLTF_PBR_RIGGED:
return "PASS_GLTF_PBR_RIGGED";
default:
return "Unknown pass";
}
}
#else
static inline const char* lookupPass(U32 pass) { return ""; }
#endif
LLRenderPass(const U32 type);
virtual ~LLRenderPass();
/*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; }
LLViewerTexture* getTexture() { return NULL; }
BOOL isDead() { return FALSE; }
void resetDrawOrders() { }
static void applyModelMatrix(const LLDrawInfo& params);
virtual void pushBatches(U32 type, bool texture = true, bool batch_textures = false);
virtual void pushRiggedBatches(U32 type, bool texture = true, bool batch_textures = false);
void pushGLTFBatches(U32 type);
void pushRiggedGLTFBatches(U32 type);
virtual void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
virtual void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
virtual void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false);
static bool uploadMatrixPalette(LLDrawInfo& params);
static bool uploadMatrixPalette(LLVOAvatar* avatar, LLMeshSkinInfo* skinInfo);
virtual void renderGroup(LLSpatialGroup* group, U32 type, bool texture = true);
virtual void renderRiggedGroup(LLSpatialGroup* group, U32 type, bool texture = true);
};
class LLFacePool : public LLDrawPool
{
public:
typedef std::vector<LLFace*> face_array_t;
enum
{
SHADER_LEVEL_SCATTERING = 2
};
public:
LLFacePool(const U32 type);
virtual ~LLFacePool();
BOOL isDead() { return mReferences.empty(); }
virtual LLViewerTexture *getTexture();
virtual void dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures);
virtual void enqueue(LLFace *face);
virtual BOOL addFace(LLFace *face);
virtual BOOL removeFace(LLFace *face);
virtual BOOL verify() const; // Verify that all data in the draw pool is correct!
virtual void resetDrawOrders();
void resetAll();
void destroy();
void buildEdges();
void addFaceReference(LLFace *facep);
void removeFaceReference(LLFace *facep);
void printDebugInfo() const;
BOOL isFacePool() { return TRUE; }
friend class LLFace;
friend class LLPipeline;
public:
face_array_t mDrawFace;
face_array_t mMoveFace;
face_array_t mReferences;
public:
class LLOverrideFaceColor
{
public:
LLOverrideFaceColor(LLDrawPool* pool)
: mOverride(sOverrideFaceColor), mPool(pool)
{
sOverrideFaceColor = TRUE;
}
LLOverrideFaceColor(LLDrawPool* pool, const LLColor4& color)
: mOverride(sOverrideFaceColor), mPool(pool)
{
sOverrideFaceColor = TRUE;
setColor(color);
}
LLOverrideFaceColor(LLDrawPool* pool, const LLColor4U& color)
: mOverride(sOverrideFaceColor), mPool(pool)
{
sOverrideFaceColor = TRUE;
setColor(color);
}
LLOverrideFaceColor(LLDrawPool* pool, F32 r, F32 g, F32 b, F32 a)
: mOverride(sOverrideFaceColor), mPool(pool)
{
sOverrideFaceColor = TRUE;
setColor(r, g, b, a);
}
~LLOverrideFaceColor()
{
sOverrideFaceColor = mOverride;
}
void setColor(const LLColor4& color);
void setColor(const LLColor4U& color);
void setColor(F32 r, F32 g, F32 b, F32 a);
BOOL mOverride;
LLDrawPool* mPool;
static BOOL sOverrideFaceColor;
};
};
#endif //LL_LLDRAWPOOL_H
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