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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 "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(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 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 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_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_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 ;
};
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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