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
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
|
/**
* @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 "lldarrayptr.h"
#include "lldqueueptr.h"
#include "lldrawpool.h"
#include "llspatialpartition.h"
#include "m4math.h"
#include "llpointer.h"
#include "lldrawpool.h"
#include "llgl.h"
#include "lldrawable.h"
#include "llrendertarget.h"
#include <stack>
#include <stack>
#include <stack>
class LLViewerTexture;
class LLEdge;
class LLFace;
class LLViewerObject;
class LLAgent;
class LLDisplayPrimitive;
class LLTextureEntry;
class LLRenderFunc;
class LLCubeMap;
class LLCullResult;
class LLVOAvatar;
class LLGLSLShader;
class LLCurlRequest;
class LLMeshResponder;
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)
glh::matrix4f glh_copy_matrix(F32* src);
glh::matrix4f glh_get_current_modelview();
void glh_set_current_modelview(const glh::matrix4f& mat);
glh::matrix4f glh_get_current_projection();
void glh_set_current_projection(glh::matrix4f& mat);
glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar);
glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);
glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up);
extern LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY;
extern LLFastTimer::DeclareTimer FTM_RENDER_GRASS;
extern LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE;
extern LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION;
extern LLFastTimer::DeclareTimer FTM_RENDER_SHINY;
extern LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE;
extern LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN;
extern LLFastTimer::DeclareTimer FTM_RENDER_TREES;
extern LLFastTimer::DeclareTimer FTM_RENDER_UI;
extern LLFastTimer::DeclareTimer FTM_RENDER_WATER;
extern LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY;
extern LLFastTimer::DeclareTimer FTM_RENDER_ALPHA;
extern LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS;
extern LLFastTimer::DeclareTimer FTM_RENDER_BUMP;
extern LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT;
extern LLFastTimer::DeclareTimer FTM_RENDER_GLOW;
extern LLFastTimer::DeclareTimer FTM_STATESORT;
extern LLFastTimer::DeclareTimer FTM_PIPELINE;
extern LLFastTimer::DeclareTimer FTM_CLIENT_COPY;
class LLPipeline
{
public:
LLPipeline();
~LLPipeline();
void destroyGL();
void restoreGL();
void resetVertexBuffers();
void resizeScreenTexture();
void releaseGLBuffers();
void releaseScreenBuffers();
void createGLBuffers();
void allocateScreenBuffer(U32 resX, U32 resY);
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*);
// Object related methods
void markVisible(LLDrawable *drawablep, LLCamera& camera);
void markOccluder(LLSpatialGroup* group);
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);
//get the object between start and end that's closest to start.
LLViewerObject* lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
BOOL pick_transparent,
S32* face_hit, // return the face hit
LLVector3* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector3* normal = NULL, // return the surface normal at the intersection point
LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
);
LLViewerObject* lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end,
BOOL pick_transparent,
S32* face_hit, // return the face hit
LLVector3* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector3* normal = NULL, // return the surface normal at the intersection point
LLVector3* bi_normal = NULL // return the surface bi-normal 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 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();
//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);
void stateSort(LLDrawable* drawablep, LLCamera& camera);
void postSort(LLCamera& camera);
void forAllVisibleDrawables(void (*func)(LLDrawable*));
void renderObjects(U32 type, U32 mask, BOOL texture = TRUE);
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);
void renderGeomShadow(LLCamera& camera);
void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
void renderDeferredLighting();
void generateWaterReflection(LLCamera& camera);
void generateSunShadow(LLCamera& camera);
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 = TRUE, BOOL use_occlusion = TRUE);
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_list_t::iterator beginRenderMap(U32 type);
LLCullResult::drawinfo_list_t::iterator endRenderMap(U32 type);
LLCullResult::sg_list_t::iterator beginAlphaGroups();
LLCullResult::sg_list_t::iterator endAlphaGroups();
void addTrianglesDrawn(S32 index_count, U32 render_type = LLRender::TRIANGLES);
BOOL hasRenderDebugFeatureMask(const U32 mask) const { return (mRenderDebugFeatureMask & mask) ? TRUE : FALSE; }
BOOL hasRenderDebugMask(const U32 mask) const { return (mRenderDebugMask & mask) ? TRUE : FALSE; }
BOOL hasRenderType(const U32 type) const;
BOOL hasAnyRenderType(const U32 type, ...) const;
void setRenderTypeMask(U32 type, ...);
void orRenderTypeMask(U32 type, ...);
void andRenderTypeMask(U32 type, ...);
void clearRenderTypeMask(U32 type, ...);
void pushRenderTypeMask();
void popRenderTypeMask();
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 setRenderDebugFeatureControl(U32 bit, bool value);
static void setRenderParticleBeacons(BOOL val);
static void toggleRenderParticleBeacons(void* data);
static BOOL getRenderParticleBeacons(void* data);
static void setRenderSoundBeacons(BOOL val);
static void toggleRenderSoundBeacons(void* data);
static BOOL getRenderSoundBeacons(void* data);
static void setRenderMOAPBeacons(BOOL val);
static void toggleRenderMOAPBeacons(void * data);
static BOOL getRenderMOAPBeacons(void * data);
static void setRenderPhysicalBeacons(BOOL val);
static void toggleRenderPhysicalBeacons(void* data);
static BOOL getRenderPhysicalBeacons(void* data);
static void setRenderScriptedBeacons(BOOL val);
static void toggleRenderScriptedBeacons(void* data);
static BOOL getRenderScriptedBeacons(void* data);
static void setRenderScriptedTouchBeacons(BOOL val);
static void toggleRenderScriptedTouchBeacons(void* data);
static BOOL getRenderScriptedTouchBeacons(void* data);
static void setRenderBeacons(BOOL val);
static void toggleRenderBeacons(void* data);
static BOOL getRenderBeacons(void* data);
static void setRenderHighlights(BOOL val);
static void toggleRenderHighlights(void* data);
static BOOL getRenderHighlights(void* data);
static void updateRenderDeferred();
static void refreshRenderDeferred();
static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
void addDebugBlip(const LLVector3& position, const LLColor4& color);
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; };
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_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
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_ALPHA_SHADOW = LLRenderPass::PASS_ALPHA_SHADOW,
// 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
{
RENDER_DEBUG_COMPOSITION = 0x0000001,
RENDER_DEBUG_VERIFY = 0x0000002,
RENDER_DEBUG_BBOXES = 0x0000004,
RENDER_DEBUG_OCTREE = 0x0000008,
RENDER_DEBUG_WIND_VECTORS = 0x0000010,
RENDER_DEBUG_OCCLUSION = 0x0000020,
RENDER_DEBUG_POINTS = 0x0000040,
RENDER_DEBUG_TEXTURE_PRIORITY = 0x0000080,
RENDER_DEBUG_TEXTURE_AREA = 0x0000100,
RENDER_DEBUG_FACE_AREA = 0x0000200,
RENDER_DEBUG_PARTICLES = 0x0000400,
RENDER_DEBUG_GLOW = 0x0000800,
RENDER_DEBUG_TEXTURE_ANIM = 0x0001000,
RENDER_DEBUG_LIGHTS = 0x0002000,
RENDER_DEBUG_BATCH_SIZE = 0x0004000,
RENDER_DEBUG_ALPHA_BINS = 0x0008000,
RENDER_DEBUG_RAYCAST = 0x0010000,
RENDER_DEBUG_SHAME = 0x0020000,
RENDER_DEBUG_SHADOW_FRUSTA = 0x0040000,
RENDER_DEBUG_SCULPTED = 0x0080000,
RENDER_DEBUG_AVATAR_VOLUME = 0x0100000,
RENDER_DEBUG_BUILD_QUEUE = 0x0200000,
RENDER_DEBUG_AGENT_TARGET = 0x0400000,
RENDER_DEBUG_UPDATE_TYPE = 0x0800000,
RENDER_DEBUG_PHYSICS_SHAPES = 0x1000000,
RENDER_DEBUG_NORMALS = 0x2000000,
RENDER_DEBUG_LOD_INFO = 0x4000000,
RENDER_DEBUG_RENDER_COMPLEXITY = 0x8000000
};
public:
LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
void updateCamera(BOOL reset = FALSE);
LLVector3 mFlyCamPosition;
LLQuaternion mFlyCamRotation;
BOOL mBackfaceCull;
S32 mBatchCount;
S32 mMatrixOpCount;
S32 mTextureMatrixOps;
S32 mMaxBatchSize;
S32 mMinBatchSize;
S32 mMeanBatchSize;
S32 mTrianglesDrawn;
S32 mNumVisibleNodes;
S32 mVerticesRelit;
S32 mDebugTextureUploadCost;
S32 mDebugSculptUploadCost;
S32 mDebugMeshUploadCost;
S32 mLightingChanges;
S32 mGeometryChanges;
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 sUseFarClip;
static BOOL sShadowRender;
static BOOL sWaterReflections;
static BOOL sDynamicLOD;
static BOOL sPickAvatar;
static BOOL sReflectionRender;
static BOOL sImpostorRender;
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;
//screen texture
U32 mScreenWidth;
U32 mScreenHeight;
LLRenderTarget mScreen;
LLRenderTarget mUIScreen;
LLRenderTarget mDeferredScreen;
LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
//utility buffer for rendering post effects, gets abused by renderDeferredLighting
LLPointer<LLVertexBuffer> mDeferredVB;
//sun shadow map
LLRenderTarget mShadow[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 mGIMatrix;
glh::matrix4f mGIMatrixProj;
glh::matrix4f mGIModelview;
glh::matrix4f mGIProjection;
glh::matrix4f mGINormalMatrix;
glh::matrix4f mGIInvProj;
LLVector2 mGIRange;
F32 mGILightRadius;
LLPointer<LLDrawable> mShadowSpotLight[2];
F32 mSpotLightFade[2];
LLPointer<LLDrawable> mTargetShadowSpotLight[2];
LLVector4 mSunClipPlanes;
LLVector4 mSunOrthoClipPlanes;
LLVector2 mScreenScale;
//water reflection texture
LLRenderTarget mWaterRef;
//water distortion texture (refraction)
LLRenderTarget mWaterDis;
//texture for making the glow
LLRenderTarget mGlow[3];
//noise map
U32 mNoiseMap;
U32 mTrueNoiseMap;
U32 mLightFunc;
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
LLVector3 mTransformedSunDir;
BOOL mInitialized;
BOOL mVertexShadersEnabled;
S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
protected:
BOOL mRenderTypeEnabled[NUM_RENDER_TYPES];
std::stack<std::string> mRenderTypeEnableStack;
U32 mRenderDebugFeatureMask;
U32 mRenderDebugMask;
U32 mOldRenderDebugMask;
/////////////////////////////////////////////
//
//
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
LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
bool mGroupQ2Locked;
bool mGroupQ1Locked;
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;
LLDrawPool* mAlphaPool;
LLDrawPool* mSkyPool;
LLDrawPool* mTerrainPool;
LLDrawPool* mWaterPool;
LLDrawPool* mGroundPool;
LLRenderPass* mSimplePool;
LLRenderPass* mGrassPool;
LLRenderPass* mFullbrightPool;
LLDrawPool* mInvisiblePool;
LLDrawPool* mGlowPool;
LLDrawPool* mBumpPool;
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;
//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 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;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);
void render_hud_elements();
extern LLPipeline gPipeline;
extern BOOL gDebugPipeline;
extern const LLMatrix4* gGLLastMatrix;
#endif
|