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|
/**
* @file pipeline.h
* @brief Rendering pipeline definitions
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_PIPELINE_H
#define LL_PIPELINE_H
#include "llcamera.h"
#include "llerror.h"
#include "lldrawpool.h"
#include "llspatialpartition.h"
#include "m4math.h"
#include "llpointer.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolmaterials.h"
#include "llgl.h"
#include "lldrawable.h"
#include "llrendertarget.h"
#include <stack>
class LLViewerTexture;
class LLFace;
class LLViewerObject;
class LLTextureEntry;
class LLCullResult;
class LLVOAvatar;
class LLVOPartGroup;
class LLGLSLShader;
class LLDrawPoolAlpha;
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 setup_hud_matrices(); // use whole screen to render hud
bool setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_OCCLUSION;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_TREES;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW;
extern LLTrace::BlockTimerStatHandle FTM_STATESORT;
extern LLTrace::BlockTimerStatHandle FTM_PIPELINE;
extern LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY;
class LLPipeline
{
public:
LLPipeline();
~LLPipeline();
void destroyGL();
void restoreGL();
void resetVertexBuffers();
void doResetVertexBuffers(bool forced = false);
void resizeScreenTexture();
void releaseGLBuffers();
void releaseLUTBuffers();
void releaseScreenBuffers();
void createGLBuffers();
void createLUTBuffers();
//allocate the largest screen buffer possible up to resX, resY
//returns true if full size buffer allocated, false if some other size is allocated
bool allocateScreenBuffer(U32 resX, U32 resY);
typedef enum {
FBO_SUCCESS_FULLRES = 0,
FBO_SUCCESS_LOWRES,
FBO_FAILURE
} eFBOStatus;
private:
//implementation of above, wrapped for easy error handling
eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY);
public:
//attempt to allocate screen buffers at resX, resY
//returns true if allocation successful, false otherwise
bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
void allocatePhysicsBuffer();
void resetVertexBuffers(LLDrawable* drawable);
void generateImpostor(LLVOAvatar* avatar);
void bindScreenToTexture();
void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
void init();
void cleanup();
bool isInit() { return mInitialized; };
/// @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, LLViewerTexture *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, LLViewerTexture *tex0 = NULL);
/// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);
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*);
static void removeMutedAVsLights(LLVOAvatar*);
// Object related methods
void markVisible(LLDrawable *drawablep, LLCamera& camera);
void markOccluder(LLSpatialGroup* group);
//downsample source to dest, taking the maximum depth value per pixel in source and writing to dest
// if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
// Downsample depth buffer with gather and find local min/max depth values. Writes to a 16F RG render target.
void downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
void markMoved(LLDrawable *drawablep, bool damped_motion = false);
void markShift(LLDrawable *drawablep);
void markTextured(LLDrawable *drawablep);
void markGLRebuild(LLGLUpdate* glu);
void markRebuild(LLSpatialGroup* group, bool priority = false);
void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, bool priority = false);
void markPartitionMove(LLDrawable* drawablep);
void markMeshDirty(LLSpatialGroup* group);
//get the object between start and end that's closest to start.
LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
bool pick_transparent,
bool pick_rigged,
S32* face_hit, // return the face hit
LLVector4a* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector4a* normal = NULL, // return the surface normal at the intersection point
LLVector4a* tangent = NULL // return the surface tangent at the intersection point
);
//get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
S32* face_hit);
LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
bool pick_transparent,
S32* face_hit, // return the face hit
LLVector4a* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector4a* normal = NULL, // return the surface normal at the intersection point
LLVector4a* tangent = NULL // return the surface tangent at the intersection point
);
// Something about these textures has changed. Dirty them.
void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);
void resetDrawOrders();
U32 addObject(LLViewerObject *obj);
void enableShadows(const bool enable_shadows);
void releaseShadowTargets();
void releaseShadowTarget(U32 index);
// 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 canUseWindLightShaders() const;
bool canUseWindLightShadersOnObjects() const;
bool canUseAntiAliasing() const;
// phases
void resetFrameStats();
void updateMoveDampedAsync(LLDrawable* drawablep);
void updateMoveNormalAsync(LLDrawable* drawablep);
void updateMovedList(LLDrawable::drawable_vector_t& move_list);
void updateMove();
bool visibleObjectsInFrustum(LLCamera& camera);
bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
void createObjects(F32 max_dtime);
void createObject(LLViewerObject* vobj);
void processPartitionQ();
void updateGeom(F32 max_dtime);
void updateGL();
void rebuildPriorityGroups();
void rebuildGroups();
void clearRebuildGroups();
void clearRebuildDrawables();
//calculate pixel area of given box from vantage point of given camera
static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera);
void stateSort(LLCamera& camera, LLCullResult& result);
void stateSort(LLSpatialGroup* group, LLCamera& camera);
void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE);
void stateSort(LLDrawable* drawablep, LLCamera& camera);
void postSort(LLCamera& camera);
void forAllVisibleDrawables(void (*func)(LLDrawable*));
void renderObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
void renderMaskedObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
void renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture);
void grabReferences(LLCullResult& result);
void clearReferences();
//check references will assert that there are no references in sCullResult to the provided data
void checkReferences(LLFace* face);
void checkReferences(LLDrawable* drawable);
void checkReferences(LLDrawInfo* draw_info);
void checkReferences(LLSpatialGroup* group);
void renderGeom(LLCamera& camera, bool forceVBOUpdate = false);
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
void renderGeomShadow(LLCamera& camera);
void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
void renderDeferredLighting(LLRenderTarget* light_target);
void postDeferredGammaCorrect(LLRenderTarget* screen_target);
void generateWaterReflection(LLCamera& camera);
void generateSunShadow(LLCamera& camera);
LLRenderTarget* getShadowTarget(U32 i);
void generateSkyIndirect();
void generateHighlight(LLCamera& camera);
void renderHighlight(const LLViewerObject* obj, F32 fade);
void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; }
void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool use_shader, bool use_occlusion, U32 target_width);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
void rebuildPools(); // Rebuild pools
void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
bool verify(); // Verify that all data in the pipeline is "correct"
S32 getLightCount() const { return mLights.size(); }
void calcNearbyLights(LLCamera& camera);
void setupHWLights(LLDrawPool* pool);
void setupAvatarLights(bool for_edit = false);
void enableLights(U32 mask);
void enableLightsStatic();
void enableLightsDynamic();
void enableLightsAvatar();
void enableLightsPreview();
void enableLightsAvatarEdit(const LLColor4& color);
void enableLightsFullbright(const LLColor4& color);
void disableLights();
void shiftObjects(const LLVector3 &offset);
void setLight(LLDrawable *drawablep, bool is_light);
bool hasRenderBatches(const U32 type) const;
LLCullResult::drawinfo_iterator beginRenderMap(U32 type);
LLCullResult::drawinfo_iterator endRenderMap(U32 type);
LLCullResult::sg_iterator beginAlphaGroups();
LLCullResult::sg_iterator endAlphaGroups();
void addTrianglesDrawn(S32 index_count, U32 render_type = LLRender::TRIANGLES);
bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); }
bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); }
void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; }
void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
bool hasRenderType(const U32 type) const;
bool hasAnyRenderType(const U32 type, ...) const;
void setRenderTypeMask(U32 type, ...);
// This is equivalent to 'setRenderTypeMask'
//void orRenderTypeMask(U32 type, ...);
void andRenderTypeMask(U32 type, ...);
void clearRenderTypeMask(U32 type, ...);
void setAllRenderTypes();
void clearAllRenderTypes();
void pushRenderTypeMask();
void popRenderTypeMask();
void pushRenderDebugFeatureMask();
void popRenderDebugFeatureMask();
static void toggleRenderType(U32 type);
// For UI control of render features
static bool hasRenderTypeControl(U32 data);
static void toggleRenderDebug(U64 data);
static void toggleRenderDebugFeature(U32 data);
static void toggleRenderTypeControl(U32 data);
static bool toggleRenderTypeControlNegated(S32 data);
static bool toggleRenderDebugControl(U64 data);
static bool toggleRenderDebugFeatureControl(U32 data);
static void setRenderDebugFeatureControl(U32 bit, bool value);
static void setRenderParticleBeacons(bool val);
static void toggleRenderParticleBeacons();
static bool getRenderParticleBeacons();
static void setRenderSoundBeacons(bool val);
static void toggleRenderSoundBeacons();
static bool getRenderSoundBeacons();
static void setRenderMOAPBeacons(bool val);
static void toggleRenderMOAPBeacons();
static bool getRenderMOAPBeacons();
static void setRenderPhysicalBeacons(bool val);
static void toggleRenderPhysicalBeacons();
static bool getRenderPhysicalBeacons();
static void setRenderScriptedBeacons(bool val);
static void toggleRenderScriptedBeacons();
static bool getRenderScriptedBeacons();
static void setRenderScriptedTouchBeacons(bool val);
static void toggleRenderScriptedTouchBeacons();
static bool getRenderScriptedTouchBeacons();
static void setRenderBeacons(bool val);
static void toggleRenderBeacons();
static bool getRenderBeacons();
static void setRenderHighlights(bool val);
static void toggleRenderHighlights();
static bool getRenderHighlights();
static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay
static void updateRenderBump();
static void updateRenderDeferred();
static void refreshCachedSettings();
static void throttleNewMemoryAllocation(bool disable);
void addDebugBlip(const LLVector3& position, const LLColor4& color);
void hidePermanentObjects( std::vector<U32>& restoreList );
void restorePermanentObjects( const std::vector<U32>& restoreList );
void skipRenderingOfTerrain( bool flag );
void hideObject( const LLUUID& id );
void restoreHiddenObject( const LLUUID& id );
private:
void unloadShaders();
void addToQuickLookup( LLDrawPool* new_poolp );
void removeFromQuickLookup( LLDrawPool* poolp );
bool updateDrawableGeom(LLDrawable* drawable, bool priority);
void assertInitializedDoError();
bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
void connectRefreshCachedSettingsSafe(const std::string name);
void hideDrawable( LLDrawable *pDrawable );
void unhideDrawable( LLDrawable *pDrawable );
public:
enum {GPU_CLASS_MAX = 3 };
enum LLRenderTypeMask
{
// Following are pool types (some are also object types)
RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY,
RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND,
RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK,
RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,
RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE,
RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS,
RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT,
RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE,
RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY,
RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY,
RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA,
RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP,
RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND,
RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK,
RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE,
RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP,
RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND,
RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK,
RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE,
RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC,
RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND,
RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK,
RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE,
// Following are object types (only used in drawable mRenderType)
RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
RENDER_TYPE_VOLUME,
RENDER_TYPE_PARTICLES,
RENDER_TYPE_CLOUDS,
RENDER_TYPE_HUD_PARTICLES,
NUM_RENDER_TYPES,
END_RENDER_TYPES = NUM_RENDER_TYPES
};
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_FR_INFO = 0x0080,
RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100,
};
enum LLRenderDebugMask: U64
{
RENDER_DEBUG_COMPOSITION = 0x00000001,
RENDER_DEBUG_VERIFY = 0x00000002,
RENDER_DEBUG_BBOXES = 0x00000004,
RENDER_DEBUG_OCTREE = 0x00000008,
RENDER_DEBUG_WIND_VECTORS = 0x00000010,
RENDER_DEBUG_OCCLUSION = 0x00000020,
RENDER_DEBUG_POINTS = 0x00000040,
RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080,
RENDER_DEBUG_TEXTURE_AREA = 0x00000100,
RENDER_DEBUG_FACE_AREA = 0x00000200,
RENDER_DEBUG_PARTICLES = 0x00000400,
RENDER_DEBUG_GLOW = 0x00000800, // not used
RENDER_DEBUG_TEXTURE_ANIM = 0x00001000,
RENDER_DEBUG_LIGHTS = 0x00002000,
RENDER_DEBUG_BATCH_SIZE = 0x00004000,
RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used
RENDER_DEBUG_RAYCAST = 0x00010000,
RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000,
RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
RENDER_DEBUG_SCULPTED = 0x00080000,
RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
RENDER_DEBUG_AVATAR_JOINTS = 0x00200000,
RENDER_DEBUG_BUILD_QUEUE = 0x00400000,
RENDER_DEBUG_AGENT_TARGET = 0x00800000,
RENDER_DEBUG_UPDATE_TYPE = 0x01000000,
RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000,
RENDER_DEBUG_NORMALS = 0x04000000,
RENDER_DEBUG_LOD_INFO = 0x08000000,
RENDER_DEBUG_RENDER_COMPLEXITY = 0x10000000,
RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used
RENDER_DEBUG_TEXEL_DENSITY = 0x40000000,
RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000,
RENDER_DEBUG_IMPOSTORS = 0x100000000,
RENDER_DEBUG_SH = 0x200000000,
};
public:
LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
void updateCamera(bool reset = false);
bool useAdvancedAtmospherics() const;
LLVector3 mFlyCamPosition;
LLQuaternion mFlyCamRotation;
bool mBackfaceCull;
S32 mMatrixOpCount;
S32 mTextureMatrixOps;
S32 mNumVisibleNodes;
S32 mDebugTextureUploadCost;
S32 mDebugSculptUploadCost;
S32 mDebugMeshUploadCost;
S32 mNumVisibleFaces;
static S32 sCompiles;
static bool sShowHUDAttachments;
static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write
static bool sDelayVBUpdate;
static bool sAutoMaskAlphaDeferred;
static bool sAutoMaskAlphaNonDeferred;
static bool sDisableShaders; // if true, rendering will be done without shaders
static bool sRenderBump;
static bool sBakeSunlight;
static bool sNoAlpha;
static bool sUseTriStrips;
static bool sUseAdvancedAtmospherics;
static bool sUseFarClip;
static bool sShadowRender;
static bool sWaterReflections;
static bool sDynamicLOD;
static bool sPickAvatar;
static bool sReflectionRender;
static bool sDistortionRender;
static bool sImpostorRender;
static bool sImpostorRenderAlphaDepthPass;
static bool sUnderWaterRender;
static bool sRenderGlow;
static bool sTextureBindTest;
static bool sRenderFrameTest;
static bool sRenderAttachedLights;
static bool sRenderAttachedParticles;
static bool sRenderDeferred;
static bool sMemAllocationThrottled;
static S32 sVisibleLightCount;
static F32 sMinRenderSize;
static bool sRenderingHUDs;
static F32 sDistortionWaterClipPlaneMargin;
static LLTrace::EventStatHandle<S64> sStatBatchSize;
//screen texture
U32 mScreenWidth;
U32 mScreenHeight;
LLRenderTarget mScreen;
LLRenderTarget mUIScreen;
LLRenderTarget mDeferredScreen;
LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
LLRenderTarget mOcclusionDepth;
LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
//utility buffer for rendering post effects, gets abused by renderDeferredLighting
LLPointer<LLVertexBuffer> mDeferredVB;
//utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1]
LLPointer<LLVertexBuffer> mCubeVB;
//sun shadow map
LLRenderTarget mShadow[6];
LLRenderTarget mShadowOcclusion[6];
std::vector<LLVector3> mShadowFrustPoints[4];
LLVector4 mShadowError;
LLVector4 mShadowFOV;
LLVector3 mShadowFrustOrigin[4];
LLCamera mShadowCamera[8];
LLVector3 mShadowExtents[4][2];
glh::matrix4f mSunShadowMatrix[6];
glh::matrix4f mShadowModelview[6];
glh::matrix4f mShadowProjection[6];
glh::matrix4f mReflectionModelView;
LLPointer<LLDrawable> mShadowSpotLight[2];
F32 mSpotLightFade[2];
LLPointer<LLDrawable> mTargetShadowSpotLight[2];
LLVector4 mSunClipPlanes;
LLVector4 mSunOrthoClipPlanes;
LLVector2 mScreenScale;
//water reflection texture
LLRenderTarget mWaterRef;
LLRenderTarget mWaterDeferredScreen;
LLRenderTarget mWaterDeferredDepth;
LLRenderTarget mWaterOcclusionDepth;
LLRenderTarget mWaterDeferredLight;
//water distortion texture (refraction)
LLRenderTarget mWaterDis;
//texture for making the glow
LLRenderTarget mGlow[3];
// texture for SH indirect sky contribution
LLRenderTarget mSkySH;
//noise map
U32 mNoiseMap;
U32 mTrueNoiseMap;
U32 mLightFunc;
LLColor4 mSunDiffuse;
LLColor4 mMoonDiffuse;
LLVector4 mSunDir;
LLVector4 mMoonDir;
LLVector4 mTransformedSunDir;
LLVector4 mTransformedMoonDir;
bool mInitialized;
bool mVertexShadersEnabled;
S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
protected:
bool mRenderTypeEnabled[NUM_RENDER_TYPES];
std::stack<std::string> mRenderTypeEnableStack;
U32 mRenderDebugFeatureMask;
U64 mRenderDebugMask;
U64 mOldRenderDebugMask;
std::stack<U32> mRenderDebugFeatureStack;
/////////////////////////////////////////////
//
//
LLDrawable::drawable_vector_t mMovedList;
LLDrawable::drawable_vector_t mMovedBridge;
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_list_t mBuildQ1; // priority
LLDrawable::drawable_list_t mBuildQ2; // non-priority
LLSpatialGroup::sg_vector_t mGroupQ1; //priority
LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority
LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref
LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called
U32 mMeshDirtyQueryObject;
LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
bool mGroupQ2Locked;
bool mGroupQ1Locked;
bool mResetVertexBuffers; //if true, clear vertex buffers on next update
LLViewerObject::vobj_list_t mCreateQ;
LLDrawable::drawable_set_t mRetexturedList;
class HighlightItem
{
public:
const LLPointer<LLDrawable> mItem;
mutable F32 mFade;
HighlightItem(LLDrawable* item)
: mItem(item), mFade(0)
{
}
bool operator<(const HighlightItem& rhs) const
{
return mItem < rhs.mItem;
}
bool operator==(const HighlightItem& rhs) const
{
return mItem == rhs.mItem;
}
void incrFade(F32 val) const
{
mFade = llclamp(mFade+val, 0.f, 1.f);
}
};
std::set<HighlightItem> mHighlightSet;
LLPointer<LLDrawable> mHighlightObject;
//////////////////////////////////////////////////
//
// 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*> mTerrainPools;
std::map<uintptr_t, LLDrawPool*> mTreePools;
LLDrawPoolAlpha* mAlphaPool;
LLDrawPool* mSkyPool;
LLDrawPool* mTerrainPool;
LLDrawPool* mWaterPool;
LLDrawPool* mGroundPool;
LLRenderPass* mSimplePool;
LLRenderPass* mGrassPool;
LLRenderPass* mAlphaMaskPool;
LLRenderPass* mFullbrightAlphaMaskPool;
LLRenderPass* mFullbrightPool;
LLDrawPool* mInvisiblePool;
LLDrawPool* mGlowPool;
LLDrawPool* mBumpPool;
LLDrawPool* mMaterialsPool;
LLDrawPool* mWLSkyPool;
// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
public:
std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects
protected:
std::vector<LLFace*> mSelectedFaces;
class DebugBlip
{
public:
LLColor4 mColor;
LLVector3 mPosition;
F32 mAge;
DebugBlip(const LLVector3& position, const LLColor4& color)
: mColor(color), mPosition(position), mAge(0.f)
{ }
};
std::list<DebugBlip> mDebugBlips;
LLPointer<LLViewerFetchedTexture> mFaceSelectImagep;
U32 mLightMask;
U32 mLightMovingMask;
S32 mLightingDetail;
static bool sRenderPhysicalBeacons;
static bool sRenderMOAPBeacons;
static bool sRenderScriptedTouchBeacons;
static bool sRenderScriptedBeacons;
static bool sRenderParticleBeacons;
static bool sRenderSoundBeacons;
public:
static bool sRenderBeacons;
static bool sRenderHighlight;
// Determines which set of UVs to use in highlight display
//
static LLRender::eTexIndex sRenderHighlightTextureChannel;
//debug use
static U32 sCurRenderPoolType ;
//cached settings
static bool WindLightUseAtmosShaders;
static bool VertexShaderEnable;
static bool RenderAvatarVP;
static bool RenderDeferred;
static F32 RenderDeferredSunWash;
static U32 RenderFSAASamples;
static U32 RenderResolutionDivisor;
static bool RenderUIBuffer;
static S32 RenderShadowDetail;
static bool RenderDeferredSSAO;
static F32 RenderShadowResolutionScale;
static bool RenderLocalLights;
static bool RenderDelayCreation;
static bool RenderAnimateRes;
static bool FreezeTime;
static S32 DebugBeaconLineWidth;
static F32 RenderHighlightBrightness;
static LLColor4 RenderHighlightColor;
static F32 RenderHighlightThickness;
static bool RenderSpotLightsInNondeferred;
static LLColor4 PreviewAmbientColor;
static LLColor4 PreviewDiffuse0;
static LLColor4 PreviewSpecular0;
static LLColor4 PreviewDiffuse1;
static LLColor4 PreviewSpecular1;
static LLColor4 PreviewDiffuse2;
static LLColor4 PreviewSpecular2;
static LLVector3 PreviewDirection0;
static LLVector3 PreviewDirection1;
static LLVector3 PreviewDirection2;
static F32 RenderGlowMinLuminance;
static F32 RenderGlowMaxExtractAlpha;
static F32 RenderGlowWarmthAmount;
static LLVector3 RenderGlowLumWeights;
static LLVector3 RenderGlowWarmthWeights;
static S32 RenderGlowResolutionPow;
static S32 RenderGlowIterations;
static F32 RenderGlowWidth;
static F32 RenderGlowStrength;
static bool RenderDepthOfField;
static bool RenderDepthOfFieldInEditMode;
static F32 CameraFocusTransitionTime;
static F32 CameraFNumber;
static F32 CameraFocalLength;
static F32 CameraFieldOfView;
static F32 RenderShadowNoise;
static F32 RenderShadowBlurSize;
static F32 RenderSSAOScale;
static U32 RenderSSAOMaxScale;
static F32 RenderSSAOFactor;
static LLVector3 RenderSSAOEffect;
static F32 RenderShadowOffsetError;
static F32 RenderShadowBiasError;
static F32 RenderShadowOffset;
static F32 RenderShadowBias;
static F32 RenderSpotShadowOffset;
static F32 RenderSpotShadowBias;
static F32 RenderEdgeDepthCutoff;
static F32 RenderEdgeNormCutoff;
static LLVector3 RenderShadowGaussian;
static F32 RenderShadowBlurDistFactor;
static bool RenderDeferredAtmospheric;
static S32 RenderReflectionDetail;
static F32 RenderHighlightFadeTime;
static LLVector3 RenderShadowClipPlanes;
static LLVector3 RenderShadowOrthoClipPlanes;
static LLVector3 RenderShadowNearDist;
static F32 RenderFarClip;
static LLVector3 RenderShadowSplitExponent;
static F32 RenderShadowErrorCutoff;
static F32 RenderShadowFOVCutoff;
static bool CameraOffset;
static F32 CameraMaxCoF;
static F32 CameraDoFResScale;
static F32 RenderAutoHideSurfaceAreaLimit;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);
void render_hud_elements();
extern LLPipeline gPipeline;
extern bool gDebugPipeline;
extern const LLMatrix4* gGLLastMatrix;
#endif
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