summaryrefslogtreecommitdiff
path: root/indra/newview/pipeline.h
blob: 3beb8abc3cd79f9b491525c57758830e7e5573eb (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
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
/** 
 * @file pipeline.h
 * @brief Rendering pipeline definitions
 *
 * $LicenseInfo:firstyear=2001&license=viewergpl$
 * 
 * Copyright (c) 2001-2009, Linden Research, Inc.
 * 
 * Second Life Viewer Source Code
 * The source code in this file ("Source Code") is provided by Linden Lab
 * to you under the terms of the GNU General Public License, version 2.0
 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
 * the GPL can be found in doc/GPL-license.txt in this distribution, or
 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
 * 
 * There are special exceptions to the terms and conditions of the GPL as
 * it is applied to this Source Code. View the full text of the exception
 * in the file doc/FLOSS-exception.txt in this software distribution, or
 * online at
 * http://secondlifegrid.net/programs/open_source/licensing/flossexception
 * 
 * By copying, modifying or distributing this software, you acknowledge
 * that you have read and understood your obligations described above,
 * and agree to abide by those obligations.
 * 
 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
 * COMPLETENESS OR PERFORMANCE.
 * $/LicenseInfo$
 */

#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 "llmodel.h" //for LL_MESH_ENaBLED

#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;

#if LL_MESH_ENABLED
class LLMeshResponder;
#endif

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 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(GLdouble* 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 createGLBuffers();
	void allocateScreenBuffer(U32 resX, U32 resY);

	void resetVertexBuffers(LLDrawable* drawable);
	void setUseVBO(BOOL use_vbo);
	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);
		
	//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;

	// 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);  //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 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, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, 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 generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc);
	void renderHighlights();
	void renderDebug();

	void renderForSelect(std::set<LLViewerObject*>& objects, BOOL render_transparent, const LLRect& screen_rect);
	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 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 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 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();

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_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_PICKING			= 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_PHYSICS_SHAPES     = 0x0800000,
		RENDER_DEBUG_NORMALS	        = 0x1000000,
	};

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;
#if LL_MESH_ENABLED
	S32						 mDebugMeshUploadCost;
#endif

	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             sAllowRebuildPriorityGroup;
	static S32				sVisibleLightCount;
	static F32				sMinRenderSize;

	//screen texture
	U32 					mScreenWidth;
	U32 					mScreenHeight;
	
	LLRenderTarget			mScreen;
	LLRenderTarget			mUIScreen;
	LLRenderTarget			mDeferredScreen;
	LLRenderTarget			mEdgeMap;
	LLRenderTarget			mDeferredDepth;
	LLRenderTarget			mDeferredLight[3];
	LLMultisampleBuffer		mSampleBuffer;
	LLRenderTarget			mGIMap;
	LLRenderTarget			mGIMapPost[2];
	LLRenderTarget			mLuminanceMap;
	LLRenderTarget			mHighlight;

	//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;

	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

	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;

	LLPointer<LLViewerFetchedTexture>	mFaceSelectImagep;
	
	U32						mLightMask;
	U32						mLightMovingMask;
	S32						mLightingDetail;
		
	static BOOL				sRenderPhysicalBeacons;
	static BOOL				sRenderScriptedTouchBeacons;
	static BOOL				sRenderScriptedBeacons;
	static BOOL				sRenderParticleBeacons;
	static BOOL				sRenderSoundBeacons;
public:
	static BOOL				sRenderBeacons;
	static BOOL				sRenderHighlight;

	//debug use
	static U32              sCurRenderPoolType ;
};

void render_bbox(const LLVector3 &min, const LLVector3 &max);
void render_hud_elements();

extern LLPipeline gPipeline;
extern BOOL gRenderForSelect;
extern BOOL gDebugPipeline;
extern const LLMatrix4* gGLLastMatrix;

#endif