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/**
* @file pipeline.h
* @brief Rendering pipeline definitions
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_PIPELINE_H
#define LL_PIPELINE_H
#include "llagparray.h"
#include "lldarrayptr.h"
#include "lldqueueptr.h"
#include "llstat.h"
#include "lllinkedqueue.h"
#include "llskiplist.h"
#include "lldrawpool.h"
#include "llspatialpartition.h"
#include "m4math.h"
#include "llmemory.h"
#include "lldrawpool.h"
#include "llgl.h"
class LLViewerImage;
class LLDrawable;
class LLEdge;
class LLFace;
class LLViewerObject;
class LLAgent;
class LLDisplayPrimitive;
class LLTextureEntry;
class LLRenderFunc;
class LLAGPMemPool;
class LLAGPMemBlock;
typedef enum e_avatar_skinning_method
{
SKIN_METHOD_SOFTWARE,
SKIN_METHOD_VERTEX_PROGRAM
} EAvatarSkinningMethod;
BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL LLLineSegmentAABB(const LLVector3& start, const LLVector3& end, const LLVector3& center, const LLVector3& size);
class LLGLSLShader
{
public:
LLGLSLShader();
void unload();
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const char** attrib_names = NULL, S32 count = 0);
BOOL mapUniforms(const char** uniform_names = NULL, S32 count = 0);
void mapUniform(GLint index, const char** uniform_names = NULL, S32 count = 0);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
GLint mapUniformTextureChannel(GLint location, GLenum type);
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
//returns channel texture is enabled in from [0-MAX)
S32 enableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D);
S32 disableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D);
BOOL link(BOOL suppress_errors = FALSE);
void bind();
void unbind();
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute;
std::vector<GLint> mUniform;
std::vector<GLint> mTexture;
S32 mActiveTextureChannels;
};
class LLPipeline
{
public:
LLPipeline();
~LLPipeline();
void destroyGL();
void restoreGL();
void init();
void cleanup();
/// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
/// @return Draw pool, or NULL if not found.
LLDrawPool *findPool(const U32 pool_type, LLViewerImage *tex0 = NULL);
/// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary.
/// @return Always returns a draw pool.
LLDrawPool *getPool(const U32 pool_type, LLViewerImage *tex0 = NULL);
/// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerImage* te_image);
void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools!
void removePool( LLDrawPool* poolp );
void allocDrawable(LLViewerObject *obj);
void unlinkDrawable(LLDrawable*);
// Object related methods
void markVisible(LLDrawable *drawablep);
void doOcclusion();
void markNotCulled(LLDrawable* drawablep, LLCamera& camera);
void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
void markShift(LLDrawable *drawablep);
void markTextured(LLDrawable *drawablep);
void markMaterialed(LLDrawable *drawablep);
void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE);
void markRelight(LLDrawable *drawablep, const BOOL now = FALSE);
//get the object between start and end that's closest to start. Return the point of collision in collision.
LLViewerObject* pickObject(const LLVector3 &start, const LLVector3 &end, LLVector3 &collision);
void dirtyPoolObjectTextures(const LLViewerImage *texture); // Something about this texture has changed. Dirty it.
void resetDrawOrders();
U32 addObject(LLViewerObject *obj);
BOOL usingAGP() const;
void setUseAGP(const BOOL use_agp); // Attempt to use AGP;
void enableShadows(const BOOL enable_shadows);
// void setLocalLighting(const BOOL local_lighting);
// BOOL isLocalLightingEnabled() const;
S32 setLightingDetail(S32 level);
S32 getLightingDetail() const { return mLightingDetail; }
S32 getMaxLightingDetail() const;
void setUseVertexShaders(BOOL use_shaders);
BOOL getUseVertexShaders() const { return mVertexShadersEnabled; }
BOOL canUseVertexShaders();
BOOL setVertexShaderLevel(S32 type, S32 level);
S32 getVertexShaderLevel(S32 type) const { return mVertexShaderLevel[type]; }
S32 getMaxVertexShaderLevel(S32 type) const { return mMaxVertexShaderLevel[type]; }
void setShaders();
void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE);
BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
BOOL validateProgramObject(GLhandleARB obj);
GLhandleARB loadShader(const LLString& filename, S32 cls, GLenum type);
void setUseOcclusionCulling(BOOL b) { mUseOcclusionCulling = b; }
BOOL getUseOcclusionCulling() const { return mUseOcclusionCulling; }
BOOL initAGP();
void cleanupAGP();
LLAGPMemBlock *allocAGPFromPool(const S32 bytes, const U32 target); // Static flag is ignored for now.
void flushAGPMemory(); // Clear all AGP memory blocks (to pack & reduce fragmentation)
// phases
void resetFrameStats();
void updateMoveDampedAsync(LLDrawable* drawablep);
void updateMoveNormalAsync(LLDrawable* drawablep);
void updateMove();
void updateCull();
void updateGeom(F32 max_dtime);
void stateSort();
void renderGeom();
void renderHighlights();
void renderDebug();
void renderForSelect();
void renderFaceForUVSelect(LLFace* facep);
void rebuildPools(); // Rebuild pools
// bindAGP and unbindAGP are used to bind AGP memory.
// AGP should never be bound if you're writing/copying data to AGP.
// bindAGP will do the correct thing if AGP rendering has been disabled globally.
void bindAGP();
void unbindAGP();
inline BOOL isAGPBound() const { return mAGPBound; }
void setupVisibility();
void computeVisibility();
LLViewerObject *nearestObjectAt(F32 yaw, F32 pitch); // CCW yaw from +X = 0 radians, pitch down from +Y = 0 radians, NULL if no object
void displayPools();
void displayAGP();
void displayMap();
void displaySSBB();
void displayQueues();
void printPools();
void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
BOOL verify(); // Verify that all data in the pipeline is "correct"
// just the AGP part
S32 getAGPMemUsage();
// all pools
S32 getMemUsage(const BOOL print = FALSE);
S32 getVisibleCount() const { return mVisibleList.size(); }
S32 getLightCount() const { return mLights.size(); }
void calcNearbyLights();
void setupHWLights(LLDrawPool* pool);
void setupAvatarLights(BOOL for_edit = FALSE);
void enableLights(U32 mask, F32 shadow_factor);
void enableLightsStatic(F32 shadow_factor);
void enableLightsDynamic(F32 shadow_factor);
void enableLightsAvatar(F32 shadow_factor);
void enableLightsAvatarEdit(const LLColor4& color);
void enableLightsFullbright(const LLColor4& color);
void disableLights();
void setAmbient(const LLColor4& ambient);
void shiftObjects(const LLVector3 &offset);
void setLight(LLDrawable *drawablep, BOOL is_light);
void setActive(LLDrawable *drawablep, BOOL active);
BOOL hasRenderType(const U32 type) const { return (type && (mRenderTypeMask & (1<<type))) ? TRUE : FALSE; }
BOOL hasRenderDebugFeatureMask(const U32 mask) const { return (mRenderDebugFeatureMask & mask) ? TRUE : FALSE; }
BOOL hasRenderFeatureMask(const U32 mask) const { return (mRenderFeatureMask & mask) ? TRUE : FALSE; }
BOOL hasRenderDebugMask(const U32 mask) const { return (mRenderDebugMask & mask) ? TRUE : FALSE; }
// Vertex buffer stuff?
U8* bufferGetScratchMemory(void);
void bufferWaitFence(void);
void bufferSendFence(void);
void bufferRotate(void);
// For UI control of render features
static void toggleRenderType(void* data);
static void toggleRenderDebug(void* data);
static void toggleRenderDebugFeature(void* data);
static BOOL toggleRenderTypeControl(void* data);
static BOOL toggleRenderTypeControlNegated(void* data);
static BOOL toggleRenderDebugControl(void* data);
static BOOL toggleRenderDebugFeatureControl(void* data);
static void toggleRenderParticleBeacons(void* data);
static BOOL getRenderParticleBeacons(void* data);
static void toggleRenderSoundBeacons(void* data);
static BOOL getRenderSoundBeacons(void* data);
static void toggleRenderPhysicalBeacons(void* data);
static BOOL getRenderPhysicalBeacons(void* data);
static void toggleRenderScriptedBeacons(void* data);
static BOOL getRenderScriptedBeacons(void* data);
private:
void initShaders(BOOL force);
void unloadShaders();
BOOL loadShaders();
BOOL loadShadersLighting();
BOOL loadShadersObject();
BOOL loadShadersAvatar();
BOOL loadShadersEnvironment();
BOOL loadShadersInterface();
void saveVertexShaderLevel(S32 type, S32 level, S32 max);
void addToQuickLookup( LLDrawPool* new_poolp );
void removeFromQuickLookup( LLDrawPool* poolp );
BOOL updateDrawableGeom(LLDrawable* drawable, BOOL priority);
public:
enum {GPU_CLASS_MAX = 3 };
enum EShaderClass
{
SHADER_LIGHTING,
SHADER_OBJECT,
SHADER_AVATAR,
SHADER_ENVIRONMENT,
SHADER_INTERFACE,
SHADER_COUNT
};
enum LLRenderTypeMask
{
// Following are pool types (some are also object types)
RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
RENDER_TYPE_STARS = LLDrawPool::POOL_STARS,
RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND,
RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
RENDER_TYPE_MEDIA = LLDrawPool::POOL_MEDIA,
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
RENDER_TYPE_TREE_NEW = LLDrawPool::POOL_TREE_NEW,
RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
RENDER_TYPE_CLOUDS = LLDrawPool::POOL_CLOUDS,
RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
RENDER_TYPE_HUD = LLDrawPool::POOL_HUD,
// Following are object types (only used in drawable mRenderType)
RENDER_TYPE_VOLUME,
RENDER_TYPE_GRASS,
RENDER_TYPE_PARTICLES,
};
enum LLRenderDebugFeatureMask
{
RENDER_DEBUG_FEATURE_UI = 0x0001,
RENDER_DEBUG_FEATURE_SELECTED = 0x0002,
RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004,
RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008,
// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010,
RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010,
RENDER_DEBUG_FEATURE_FOG = 0x0020,
RENDER_DEBUG_FEATURE_PALETTE = 0x0040,
RENDER_DEBUG_FEATURE_FR_INFO = 0x0080,
RENDER_DEBUG_FEATURE_CHAIN_FACES = 0x0100
};
enum LLRenderFeatureMask
{
RENDER_FEATURE_AGP = 0x01,
// RENDER_FEATURE_LOCAL_LIGHTING = 0x02,
RENDER_FEATURE_OBJECT_BUMP = 0x04,
RENDER_FEATURE_AVATAR_BUMP = 0x08,
// RENDER_FEATURE_SHADOWS = 0x10,
RENDER_FEATURE_RIPPLE_WATER = 0X20
};
enum LLRenderDebugMask
{
RENDER_DEBUG_LIGHT_TRACE = 0x0001,
RENDER_DEBUG_POOLS = 0x0002,
RENDER_DEBUG_MAP = 0x0004,
RENDER_DEBUG_AGP_MEM = 0x0008,
RENDER_DEBUG_QUEUES = 0x0010,
RENDER_DEBUG_COMPOSITION = 0x0020,
RENDER_DEBUG_SSBB = 0x0040,
RENDER_DEBUG_VERIFY = 0x0080,
RENDER_DEBUG_SHADOW_MAP = 0x0100,
RENDER_DEBUG_BBOXES = 0x0200,
RENDER_DEBUG_OCTREE = 0x0400,
RENDER_DEBUG_FACE_CHAINS = 0x0800,
RENDER_DEBUG_OCCLUSION = 0x1000,
RENDER_DEBUG_POINTS = 0x2000,
RENDER_DEBUG_TEXTURE_PRIORITY = 0x4000,
};
LLPointer<LLViewerImage> mAlphaSizzleImagep;
LLSpatialPartition *mObjectPartition;
BOOL mBackfaceCull;
S32 mTrianglesDrawn;
LLStat mTrianglesDrawnStat;
LLStat mCompilesStat;
S32 mVerticesRelit;
LLStat mVerticesRelitStat;
S32 mLightingChanges;
LLStat mLightingChangesStat;
S32 mGeometryChanges;
LLStat mGeometryChangesStat;
LLStat mMoveChangesStat;
S32 mNumVisibleFaces;
LLStat mNumVisibleFacesStat;
LLStat mNumVisibleDrawablesStat;
static S32 sAGPMaxPoolSize;
static S32 sCompiles;
BOOL mUseVBO; // Use ARB vertex buffer objects, if available
class LLScatterShader
{
public:
static void init(GLhandleARB shader, int map_stage);
};
//utility shader objects (not shader programs)
GLhandleARB mLightVertex;
GLhandleARB mLightFragment;
GLhandleARB mScatterVertex;
GLhandleARB mScatterFragment;
//global (reserved slot) shader parameters
static const char* sReservedAttribs[];
static U32 sReservedAttribCount;
typedef enum
{
GLSL_MATERIAL_COLOR = 0,
GLSL_SPECULAR_COLOR,
GLSL_BINORMAL,
GLSL_END_RESERVED_ATTRIBS
} eGLSLReservedAttribs;
static const char* sReservedUniforms[];
static U32 sReservedUniformCount;
typedef enum
{
GLSL_DIFFUSE_MAP = 0,
GLSL_SPECULAR_MAP,
GLSL_BUMP_MAP,
GLSL_ENVIRONMENT_MAP,
GLSL_SCATTER_MAP,
GLSL_END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
//object shaders
LLGLSLShader mObjectSimpleProgram;
LLGLSLShader mObjectAlphaProgram;
LLGLSLShader mObjectBumpProgram;
//water parameters
static const char* sWaterUniforms[];
static U32 sWaterUniformCount;
typedef enum
{
GLSL_WATER_SCREENTEX = GLSL_END_RESERVED_UNIFORMS,
GLSL_WATER_EYEVEC,
GLSL_WATER_TIME,
GLSL_WATER_WAVE_DIR1,
GLSL_WATER_WAVE_DIR2,
GLSL_WATER_LIGHT_DIR,
GLSL_WATER_SPECULAR,
GLSL_WATER_SPECULAR_EXP,
GLSL_WATER_FBSCALE,
GLSL_WATER_REFSCALE
} eWaterUniforms;
//terrain parameters
static const char* sTerrainUniforms[];
static U32 sTerrainUniformCount;
typedef enum
{
GLSL_TERRAIN_DETAIL0 = GLSL_END_RESERVED_UNIFORMS,
GLSL_TERRAIN_DETAIL1,
GLSL_TERRAIN_ALPHARAMP
} eTerrainUniforms;
//environment shaders
LLGLSLShader mTerrainProgram;
LLGLSLShader mGroundProgram;
LLGLSLShader mWaterProgram;
//interface shaders
LLGLSLShader mHighlightProgram;
//avatar shader parameter tables
static const char* sAvatarAttribs[];
static U32 sAvatarAttribCount;
typedef enum
{
GLSL_AVATAR_WEIGHT = GLSL_END_RESERVED_ATTRIBS,
GLSL_AVATAR_CLOTHING,
GLSL_AVATAR_WIND,
GLSL_AVATAR_SINWAVE,
GLSL_AVATAR_GRAVITY
} eAvatarAttribs;
static const char* sAvatarUniforms[];
static U32 sAvatarUniformCount;
typedef enum
{
GLSL_AVATAR_MATRIX = GLSL_END_RESERVED_UNIFORMS
} eAvatarUniforms;
//avatar skinning utility shader object
GLhandleARB mAvatarSkinVertex;
//avatar shader handles
LLGLSLShader mAvatarProgram;
LLGLSLShader mAvatarEyeballProgram;
LLGLSLShader mAvatarPickProgram;
//current avatar shader parameter pointer
GLint mAvatarMatrixParam;
GLint mMaterialIndex;
GLint mSpecularIndex;
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
protected:
class SelectedFaceInfo
{
public:
LLFace *mFacep;
S32 mTE;
};
BOOL mVertexShadersEnabled;
S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
S32 mVertexShaderLevel[SHADER_COUNT];
S32 mMaxVertexShaderLevel[SHADER_COUNT];
U32 mRenderTypeMask;
U32 mRenderFeatureMask;
U32 mRenderDebugFeatureMask;
U32 mRenderDebugMask;
/////////////////////////////////////////////
//
//
LLDrawable::drawable_vector_t mVisibleList;
LLDrawable::drawable_set_t mMovedList;
LLDrawable::drawable_vector_t mShiftList;
/////////////////////////////////////////////
//
//
struct Light
{
Light(LLDrawable* ptr, F32 d, F32 f = 0.0f)
: drawable(ptr),
dist(d),
fade(f)
{}
LLPointer<LLDrawable> drawable;
F32 dist;
F32 fade;
struct compare
{
bool operator()(const Light& a, const Light& b) const
{
if ( a.dist < b.dist )
return true;
else if ( a.dist > b.dist )
return false;
else
return a.drawable < b.drawable;
}
};
};
typedef std::set< Light, Light::compare > light_set_t;
LLDrawable::drawable_set_t mLights;
light_set_t mNearbyLights; // lights near camera
LLColor4 mHWLightColors[8];
/////////////////////////////////////////////
//
// Different queues of drawables being processed.
//
LLDrawable::drawable_set_t mBuildQ1; // priority
LLDrawable::drawable_list_t mBuildQ2; // non-priority
LLDrawable::drawable_set_t mActiveQ;
LLDrawable::drawable_set_t mRetexturedList;
LLDrawable::drawable_set_t mRematerialedList;
//////////////////////////////////////////////////
//
// Draw pools are responsible for storing all rendered data,
// and performing the actual rendering of objects.
//
struct compare_pools
{
bool operator()(const LLDrawPool* a, const LLDrawPool* b) const
{
if (!a)
return true;
else if (!b)
return false;
else
{
S32 atype = a->getType();
S32 btype = b->getType();
if (atype < btype)
return true;
else if (atype > btype)
return false;
else
return a->getId() < b->getId();
}
}
};
typedef std::set<LLDrawPool*, compare_pools > pool_set_t;
pool_set_t mPools;
LLDrawPool* mLastRebuildPool;
// For quick-lookups into mPools (mapped by texture pointer)
std::map<uintptr_t, LLDrawPool*> mSimplePools;
std::map<uintptr_t, LLDrawPool*> mTerrainPools;
std::map<uintptr_t, LLDrawPool*> mTreePools;
std::map<uintptr_t, LLDrawPool*> mTreeNewPools;
std::map<uintptr_t, LLDrawPool*> mBumpPools;
std::map<uintptr_t, LLDrawPool*> mMediaPools;
LLDrawPool* mAlphaPool;
LLDrawPool* mSkyPool;
LLDrawPool* mStarsPool;
LLDrawPool* mCloudsPool;
LLDrawPool* mTerrainPool;
LLDrawPool* mWaterPool;
LLDrawPool* mGroundPool;
LLDrawPool* mHUDPool;
// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
LLDynamicArray<LLFace*> mHighlightFaces; // highlight faces on physical objects
LLDynamicArray<SelectedFaceInfo> mSelectedFaces;
LLPointer<LLViewerImage> mFaceSelectImagep;
LLPointer<LLViewerImage> mBloomImagep;
LLPointer<LLViewerImage> mBloomImage2p;
BOOL mAGPBound;
LLAGPMemPool *mAGPMemPool;
U32 mGlobalFence;
// Round-robin AGP buffers for use by the software skinner
enum
{
kMaxBufferCount = 4
};
S32 mBufferIndex;
S32 mBufferCount;
LLAGPArray<U8> *mBufferMemory[kMaxBufferCount];
U32 mBufferFence[kMaxBufferCount];
BOOL mUseOcclusionCulling; // object-object occlusion culling
U32 mLightMask;
U32 mLightMovingMask;
S32 mLightingDetail;
F32 mSunShadowFactor;
static BOOL sRenderPhysicalBeacons;
static BOOL sRenderScriptedBeacons;
static BOOL sRenderParticleBeacons;
static BOOL sRenderSoundBeacons;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);
extern LLPipeline gPipeline;
extern BOOL gRenderForSelect;
extern F32 gPickAlphaThreshold;
extern F32 gPickAlphaTargetThreshold;
extern BOOL gUsePickAlpha;
#endif
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