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
|
/**
* @file pipeline.h
* @brief Rendering pipeline definitions
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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 "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 ¢er, 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 LLPipeline
{
public:
LLPipeline();
~LLPipeline();
void destroyGL();
void restoreGL();
void resetVertexBuffers();
void releaseGLBuffers();
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 bindScreenToTexture();
void renderBloom(GLuint source, GLuint dest, GLuint buffer, U32 res, LLVector2 tc1, LLVector2 tc2);
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 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();
// 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*));
void renderObjects(U32 type, U32 mask, BOOL texture = TRUE);
void renderGeom(LLCamera& camera);
void renderHighlights();
void renderDebug();
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(LLCamera& camera);
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 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 BOOL getProcessBeacons(void* data);
private:
void initShaders(BOOL force);
void unloadShaders();
BOOL loadShaders();
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 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,
RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
// 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_GLOW = 0x40000,
RENDER_DEBUG_TEXTURE_ANIM = 0x80000,
};
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);
void updateCamera(BOOL reset = FALSE);
LLVector3 mFlyCamPosition;
LLQuaternion mFlyCamRotation;
BOOL mBackfaceCull;
S32 mTrianglesDrawn;
LLStat mTrianglesDrawnStat;
S32 mVerticesRelit;
S32 mLightingChanges;
S32 mGeometryChanges;
S32 mNumVisibleFaces;
static S32 sCompiles;
static BOOL sShowHUDAttachments;
static BOOL sUseOcclusion;
static BOOL sSkipUpdate; //skip lod updates
static BOOL sDynamicReflections;
static BOOL sRenderGlow;
//screen texture
GLuint mScreenTex;
LLVector2 mScreenScale;
//texture for making the glow
GLuint mGlowMap;
GLuint mGlowBuffer;
//framebuffer objects for off-screen scratch space
GLuint mFramebuffer[2];
//dynamic cube map scratch space
LLPointer<LLCubeMap> mCubeBuffer;
//frambuffer object for rendering dynamic cube maps
GLuint mCubeFrameBuffer;
//depth buffer object for rendering dynamic cube maps
GLuint mCubeDepth;
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
LLSpatialGroup::sg_vector_t mActiveGroups;
LLSpatialGroup::drawmap_elem_t 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();
BOOL mInitialized;
BOOL mVertexShadersEnabled;
S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
protected:
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
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* mGlowPool;
LLDrawPool* mBumpPool;
// 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<LLViewerImage> mFaceSelectImagep;
LLPointer<LLViewerImage> mBloomImagep;
LLPointer<LLViewerImage> mBloomImage2p;
U32 mLightMask;
U32 mLightMovingMask;
S32 mLightingDetail;
F32 mSunShadowFactor;
static BOOL sRenderPhysicalBeacons;
static BOOL sRenderScriptedTouchBeacons;
static BOOL sRenderScriptedBeacons;
static BOOL sRenderParticleBeacons;
static BOOL sRenderSoundBeacons;
public:
static BOOL sRenderBeacons;
static BOOL sRenderHighlight;
static BOOL sRenderProcessBeacons;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);
extern LLPipeline gPipeline;
extern BOOL gRenderForSelect;
#endif
|