summaryrefslogtreecommitdiff
path: root/indra/newview/pipeline.h
blob: 5061ef742c5663bf428ad7dbc01978abd2f13f48 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
/** 
 * @file pipeline.h
 * @brief Rendering pipeline definitions
 *
 * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
 * $License$
 */

#ifndef LL_PIPELINE_H
#define LL_PIPELINE_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 LLCubeMap;

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 &center, 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);
BOOL setup_hud_matrices(BOOL for_select);

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 resetVertexBuffers();
	void resetVertexBuffers(LLDrawable* drawable);
	void setUseVBO(BOOL use_vbo);
	void generateReflectionMap(LLCubeMap* cube_map, LLCamera& camera, GLsizei res);
	void blurReflectionMap(LLCubeMap* cube_in, LLCubeMap* cube_out, U32 res);

	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);
	static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerImage* 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*);

	// Object related methods
	void        markVisible(LLDrawable *drawablep, LLCamera& camera);
	void		doOcclusion(LLCamera& camera);
	void		markNotCulled(LLSpatialGroup* group, LLCamera &camera, BOOL active = FALSE);
	void        markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
	void        markShift(LLDrawable *drawablep);
	void        markTextured(LLDrawable *drawablep);
	void        markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE);
	void		markRebuild(LLSpatialGroup* groupp);
	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);

	// Something about these textures has changed.  Dirty them.
	void        dirtyPoolObjectTextures(const std::set<LLViewerImage*>& textures);

	void        resetDrawOrders();

	U32         addObject(LLViewerObject *obj);

	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);

	// phases
	void resetFrameStats();

	void updateMoveDampedAsync(LLDrawable* drawablep);
	void updateMoveNormalAsync(LLDrawable* drawablep);
	void updateMovedList(LLDrawable::drawable_vector_t& move_list);
	void updateMove();
	void updateCull(LLCamera& camera);
	void updateGeom(F32 max_dtime);

	//calculate pixel area of given box from vantage point of given camera
	static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);

	void stateSort(LLCamera& camera);
	void stateSort(LLSpatialGroup* group, LLCamera& camera);
	void stateSort(LLSpatialBridge* bridge, LLCamera& camera);
	void stateSort(LLDrawable* drawablep, LLCamera& camera);
	void postSort(LLCamera& camera);
	void forAllDrawables(LLSpatialGroup::sg_vector_t& groups, void (*func)(LLDrawable*));
	void forAllVisibleDrawables(void (*func)(LLDrawable*));
	static void highlightPhysical(LLDrawable* drawablep);

	void renderObjects(U32 type, U32 mask, BOOL texture = TRUE);

	void renderGeom(LLCamera& camera);
	void renderHighlights();
	void renderDebug();
	void processGeometry(LLCamera& camera);
	void processOcclusion(LLCamera& camera);

	void renderForSelect(std::set<LLViewerObject*>& objects);
	void renderFaceForUVSelect(LLFace* facep);
	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  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; }
	void setRenderTypeMask(const U32 mask)					{ mRenderTypeMask = mask; }
	U32  getRenderTypeMask() const							{ return mRenderTypeMask; }
	static void toggleRenderType(U32 type);

	// For UI control of render features
	static BOOL hasRenderTypeControl(void* data);
	static void toggleRenderDebug(void* data);
	static void toggleRenderDebugFeature(void* data);
	static void 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_BUMP		= LLDrawPool::POOL_BUMP,
		RENDER_TYPE_AVATAR		= LLDrawPool::POOL_AVATAR,
		RENDER_TYPE_TREE		= LLDrawPool::POOL_TREE,
		RENDER_TYPE_WATER		= LLDrawPool::POOL_WATER,
 		RENDER_TYPE_ALPHA		= LLDrawPool::POOL_ALPHA,
		// Following are object types (only used in drawable mRenderType)
		RENDER_TYPE_HUD = LLDrawPool::NUM_POOL_TYPES,
		RENDER_TYPE_VOLUME,
		RENDER_TYPE_GRASS,
		RENDER_TYPE_PARTICLES,
		RENDER_TYPE_CLOUDS,
	};

	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_FOOT_SHADOWS		= 0x0100,
	};

	enum LLRenderFeatureMask
	{
		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		= 0x00001,
		RENDER_DEBUG_COMPOSITION		= 0x00020,
		RENDER_DEBUG_VERIFY				= 0x00080,
		RENDER_DEBUG_SHADOW_MAP			= 0x00100,
		RENDER_DEBUG_BBOXES				= 0x00200,
		RENDER_DEBUG_OCTREE				= 0x00400,
		RENDER_DEBUG_PICKING			= 0x00800,
		RENDER_DEBUG_OCCLUSION			= 0x01000,
		RENDER_DEBUG_POINTS				= 0x02000,
		RENDER_DEBUG_TEXTURE_PRIORITY	= 0x04000,
		RENDER_DEBUG_TEXTURE_AREA		= 0x08000,
		RENDER_DEBUG_FACE_AREA			= 0x10000,
		RENDER_DEBUG_PARTICLES			= 0x20000,
		RENDER_DEBUG_TEXTURE_ANIM		= 0x40000,
	};

	LLPointer<LLViewerImage>	mAlphaSizzleImagep;

	//MUST MATCH THE ORDER OF DECLARATION IN LLPipeline::init()
	typedef enum 
	{
		PARTITION_VOLUME = 0,
		PARTITION_BRIDGE,
		PARTITION_HUD,
		PARTITION_TERRAIN,
		PARTITION_WATER,
		PARTITION_TREE,
		PARTITION_PARTICLE,
		PARTITION_CLOUD,
		PARTITION_GRASS,
		PARTITION_NONE,
		NUM_PARTITIONS
	} eObjectPartitions;

private:
	std::vector<LLSpatialPartition*> mObjectPartition;
public:
	
	LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
	LLSpatialPartition* getSpatialPartition(U32 index);

	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				sCompiles;

	static BOOL				sShowHUDAttachments;
	static BOOL				sUseOcclusion;
	static BOOL				sSkipUpdate; //skip lod updates
	static BOOL				sDynamicReflections;

	//cube map for anti-aliasing reflections
	LLCubeMap*				mCubeBuffer;
	GLuint					mCubeList;

	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_END_RESERVED_UNIFORMS
	} eGLSLReservedUniforms;

	static const char* sShinyUniforms[];
	static U32 sShinyUniformCount;

	typedef enum
	{
		GLSL_SHINY_ORIGIN = GLSL_END_RESERVED_UNIFORMS
	} eShinyUniforms;

	LLVector4				mShinyOrigin;

	//object shaders
	LLGLSLShader			mObjectSimpleProgram;
	LLGLSLShader			mObjectAlphaProgram;
	LLGLSLShader			mObjectBumpProgram;
	LLGLSLShader			mObjectShinyProgram;

	//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;

	LLSpatialGroup::sg_vector_t mActiveGroups;
	std::vector<LLDrawInfo*> mRenderMap[LLRenderPass::NUM_RENDER_TYPES];
	std::vector<LLSpatialGroup* > mAlphaGroups;
	std::vector<LLSpatialGroup* > mAlphaGroupsPostWater;
	LLSpatialGroup::sg_vector_t mVisibleGroups;
	LLSpatialGroup::sg_vector_t mDrawableGroups;

	void clearRenderMap();
	
protected:
	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;

	U32						mOldRenderDebugMask;
	
	/////////////////////////////////////////////
	//
	//
	LLDrawable::drawable_vector_t	mVisibleList;
	LLSpatialBridge::bridge_vector_t mVisibleBridge;
	LLSpatialBridge::bridge_vector_t mOccludedBridge;
	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_set_t		mGroupQ; //spatial groups
	
	LLDrawable::drawable_set_t		mActiveQ;
	
	LLDrawable::drawable_set_t		mRetexturedList;

	//////////////////////////////////////////////////
	//
	// 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;
	LLDrawPool*					mAlphaPool;
	LLDrawPool*					mAlphaPoolPostWater;
	LLDrawPool*					mSkyPool;
	LLDrawPool*					mStarsPool;
	LLDrawPool*					mTerrainPool;
	LLDrawPool*					mWaterPool;
	LLDrawPool*					mGroundPool;
	LLRenderPass*				mSimplePool;
	LLDrawPool*					mBumpPool;
	// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
	

	std::vector<LLFace*>		mHighlightFaces;	// highlight faces on physical objects
	std::vector<LLFace*>		mSelectedFaces;

	LLPointer<LLViewerImage>	mFaceSelectImagep;
	LLPointer<LLViewerImage>	mBloomImagep;
	LLPointer<LLViewerImage>	mBloomImage2p;
	
	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;

#endif