11510 lines
305 KiB
C++
11510 lines
305 KiB
C++
/**
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* @file pipeline.cpp
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* @brief Rendering pipeline.
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "pipeline.h"
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// library includes
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#include "llaudioengine.h" // For debugging.
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#include "llerror.h"
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#include "llviewercontrol.h"
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#include "llfasttimer.h"
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#include "llfontgl.h"
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#include "llnamevalue.h"
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#include "llpointer.h"
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#include "llprimitive.h"
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#include "llvolume.h"
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#include "material_codes.h"
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#include "v3color.h"
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#include "llui.h"
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#include "llglheaders.h"
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#include "llrender.h"
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#include "llwindow.h" // swapBuffers()
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// newview includes
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#include "llagent.h"
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#include "llagentcamera.h"
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#include "llappviewer.h"
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#include "lltexturecache.h"
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#include "lltexturefetch.h"
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#include "llimageworker.h"
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#include "lldrawable.h"
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#include "lldrawpoolalpha.h"
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#include "lldrawpoolavatar.h"
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#include "lldrawpoolground.h"
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#include "lldrawpoolbump.h"
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#include "lldrawpooltree.h"
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#include "lldrawpoolwater.h"
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#include "llface.h"
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#include "llfeaturemanager.h"
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#include "llfloatertelehub.h"
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#include "llfloaterreg.h"
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#include "llgldbg.h"
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#include "llhudmanager.h"
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#include "llhudnametag.h"
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#include "llhudtext.h"
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#include "lllightconstants.h"
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#include "llmeshrepository.h"
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#include "llpipelinelistener.h"
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#include "llresmgr.h"
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#include "llselectmgr.h"
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#include "llsky.h"
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#include "lltracker.h"
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#include "lltool.h"
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#include "lltoolmgr.h"
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#include "llviewercamera.h"
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#include "llviewermediafocus.h"
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#include "llviewertexturelist.h"
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#include "llviewerobject.h"
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#include "llviewerobjectlist.h"
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#include "llviewerparcelmgr.h"
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#include "llviewerregion.h" // for audio debugging.
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#include "llviewerwindow.h" // For getSpinAxis
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#include "llvoavatarself.h"
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#include "llvocache.h"
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#include "llvoground.h"
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#include "llvosky.h"
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#include "llvowlsky.h"
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#include "llvotree.h"
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#include "llvovolume.h"
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#include "llvosurfacepatch.h"
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#include "llvowater.h"
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#include "llvotree.h"
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#include "llvopartgroup.h"
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#include "llworld.h"
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#include "llcubemap.h"
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#include "llviewershadermgr.h"
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#include "llviewerstats.h"
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#include "llviewerjoystick.h"
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#include "llviewerdisplay.h"
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#include "llspatialpartition.h"
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#include "llmutelist.h"
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#include "lltoolpie.h"
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#include "llnotifications.h"
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#include "llpathinglib.h"
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#include "llfloaterpathfindingconsole.h"
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#include "llfloaterpathfindingcharacters.h"
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#include "llfloatertools.h"
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#include "llpanelface.h"
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#include "llpathfindingpathtool.h"
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#include "llscenemonitor.h"
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#include "llprogressview.h"
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#include "llcleanup.h"
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#include "llenvironment.h"
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#include "llsettingsvo.h"
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#ifdef _DEBUG
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// Debug indices is disabled for now for debug performance - djs 4/24/02
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//#define DEBUG_INDICES
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#else
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//#define DEBUG_INDICES
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#endif
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// Expensive and currently broken
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//
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#define MATERIALS_IN_REFLECTIONS 0
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bool gShiftFrame = false;
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//cached settings
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bool LLPipeline::RenderAvatarVP;
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bool LLPipeline::WindLightUseAtmosShaders;
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bool LLPipeline::RenderDeferred;
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F32 LLPipeline::RenderDeferredSunWash;
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U32 LLPipeline::RenderFSAASamples;
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U32 LLPipeline::RenderResolutionDivisor;
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bool LLPipeline::RenderUIBuffer;
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S32 LLPipeline::RenderShadowDetail;
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bool LLPipeline::RenderDeferredSSAO;
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F32 LLPipeline::RenderShadowResolutionScale;
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bool LLPipeline::RenderLocalLights;
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bool LLPipeline::RenderDelayCreation;
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bool LLPipeline::RenderAnimateRes;
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bool LLPipeline::FreezeTime;
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S32 LLPipeline::DebugBeaconLineWidth;
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F32 LLPipeline::RenderHighlightBrightness;
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LLColor4 LLPipeline::RenderHighlightColor;
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F32 LLPipeline::RenderHighlightThickness;
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bool LLPipeline::RenderSpotLightsInNondeferred;
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LLColor4 LLPipeline::PreviewAmbientColor;
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LLColor4 LLPipeline::PreviewDiffuse0;
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LLColor4 LLPipeline::PreviewSpecular0;
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LLColor4 LLPipeline::PreviewDiffuse1;
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LLColor4 LLPipeline::PreviewSpecular1;
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LLColor4 LLPipeline::PreviewDiffuse2;
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LLColor4 LLPipeline::PreviewSpecular2;
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LLVector3 LLPipeline::PreviewDirection0;
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LLVector3 LLPipeline::PreviewDirection1;
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LLVector3 LLPipeline::PreviewDirection2;
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F32 LLPipeline::RenderGlowMinLuminance;
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F32 LLPipeline::RenderGlowMaxExtractAlpha;
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F32 LLPipeline::RenderGlowWarmthAmount;
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LLVector3 LLPipeline::RenderGlowLumWeights;
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LLVector3 LLPipeline::RenderGlowWarmthWeights;
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S32 LLPipeline::RenderGlowResolutionPow;
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S32 LLPipeline::RenderGlowIterations;
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F32 LLPipeline::RenderGlowWidth;
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F32 LLPipeline::RenderGlowStrength;
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bool LLPipeline::RenderDepthOfField;
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bool LLPipeline::RenderDepthOfFieldInEditMode;
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F32 LLPipeline::CameraFocusTransitionTime;
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F32 LLPipeline::CameraFNumber;
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F32 LLPipeline::CameraFocalLength;
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F32 LLPipeline::CameraFieldOfView;
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F32 LLPipeline::RenderShadowNoise;
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F32 LLPipeline::RenderShadowBlurSize;
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F32 LLPipeline::RenderSSAOScale;
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U32 LLPipeline::RenderSSAOMaxScale;
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F32 LLPipeline::RenderSSAOFactor;
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LLVector3 LLPipeline::RenderSSAOEffect;
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F32 LLPipeline::RenderShadowOffsetError;
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F32 LLPipeline::RenderShadowBiasError;
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F32 LLPipeline::RenderShadowOffset;
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F32 LLPipeline::RenderShadowBias;
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F32 LLPipeline::RenderSpotShadowOffset;
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F32 LLPipeline::RenderSpotShadowBias;
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LLDrawable* LLPipeline::RenderSpotLight = nullptr;
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F32 LLPipeline::RenderEdgeDepthCutoff;
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F32 LLPipeline::RenderEdgeNormCutoff;
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LLVector3 LLPipeline::RenderShadowGaussian;
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F32 LLPipeline::RenderShadowBlurDistFactor;
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bool LLPipeline::RenderDeferredAtmospheric;
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S32 LLPipeline::RenderReflectionDetail;
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F32 LLPipeline::RenderHighlightFadeTime;
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LLVector3 LLPipeline::RenderShadowClipPlanes;
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LLVector3 LLPipeline::RenderShadowOrthoClipPlanes;
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LLVector3 LLPipeline::RenderShadowNearDist;
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F32 LLPipeline::RenderFarClip;
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LLVector3 LLPipeline::RenderShadowSplitExponent;
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F32 LLPipeline::RenderShadowErrorCutoff;
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F32 LLPipeline::RenderShadowFOVCutoff;
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bool LLPipeline::CameraOffset;
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F32 LLPipeline::CameraMaxCoF;
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F32 LLPipeline::CameraDoFResScale;
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F32 LLPipeline::RenderAutoHideSurfaceAreaLimit;
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LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");
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const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
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const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
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const F32 DEFERRED_LIGHT_FALLOFF = 0.5f;
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const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
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extern S32 gBoxFrame;
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//extern BOOL gHideSelectedObjects;
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extern BOOL gDisplaySwapBuffers;
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extern BOOL gDebugGL;
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bool gAvatarBacklight = false;
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bool gDebugPipeline = false;
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LLPipeline gPipeline;
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const LLMatrix4* gGLLastMatrix = NULL;
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LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY("Render Geometry");
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LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS("Grass");
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LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE("Invisible");
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LLTrace::BlockTimerStatHandle FTM_RENDER_OCCLUSION("Occlusion");
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LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY("Shiny");
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LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE("Simple");
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LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN("Terrain");
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LLTrace::BlockTimerStatHandle FTM_RENDER_TREES("Trees");
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LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI");
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LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water");
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LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky");
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LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects");
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LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars");
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LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump");
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LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials");
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LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT("Fullbright");
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LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW("Glow");
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LLTrace::BlockTimerStatHandle FTM_GEO_UPDATE("Geo Update");
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LLTrace::BlockTimerStatHandle FTM_PIPELINE_CREATE("Pipeline Create");
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LLTrace::BlockTimerStatHandle FTM_POOLRENDER("RenderPool");
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LLTrace::BlockTimerStatHandle FTM_POOLS("Pools");
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LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLRENDER("RenderPool (Deferred)");
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LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLS("Pools (Deferred)");
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LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLRENDER("RenderPool (Post)");
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LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLS("Pools (Post)");
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LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM_FBO("First FBO");
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LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State");
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LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline");
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LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy");
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LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading");
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LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD");
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LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D");
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LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D");
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LLTrace::BlockTimerStatHandle FTM_RENDER_UI_DEBUG_TEXT("Debug Text");
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LLTrace::BlockTimerStatHandle FTM_RENDER_UI_SCENE_MON("Scene Mon");
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static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables");
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static LLTrace::BlockTimerStatHandle FTM_STATESORT_POSTSORT("Post Sort");
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static LLStaticHashedString sTint("tint");
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static LLStaticHashedString sAmbiance("ambiance");
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static LLStaticHashedString sAlphaScale("alpha_scale");
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static LLStaticHashedString sNormMat("norm_mat");
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static LLStaticHashedString sOffset("offset");
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static LLStaticHashedString sScreenRes("screenRes");
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static LLStaticHashedString sDelta("delta");
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static LLStaticHashedString sDistFactor("dist_factor");
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static LLStaticHashedString sKern("kern");
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static LLStaticHashedString sKernScale("kern_scale");
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//----------------------------------------
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std::string gPoolNames[] =
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{
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// Correspond to LLDrawpool enum render type
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"NONE",
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"POOL_SIMPLE",
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"POOL_GROUND",
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"POOL_FULLBRIGHT",
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"POOL_BUMP",
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"POOL_MATERIALS",
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"POOL_TERRAIN,"
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"POOL_SKY",
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"POOL_WL_SKY",
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"POOL_TREE",
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"POOL_ALPHA_MASK",
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"POOL_FULLBRIGHT_ALPHA_MASK",
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"POOL_GRASS",
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"POOL_INVISIBLE",
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"POOL_AVATAR",
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"POOL_VOIDWATER",
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"POOL_WATER",
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"POOL_GLOW",
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"POOL_ALPHA"
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};
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void drawBox(const LLVector4a& c, const LLVector4a& r);
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void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
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U32 nhpo2(U32 v);
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LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
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void display_update_camera();
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//----------------------------------------
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S32 LLPipeline::sCompiles = 0;
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bool LLPipeline::sPickAvatar = true;
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bool LLPipeline::sDynamicLOD = true;
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bool LLPipeline::sShowHUDAttachments = true;
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bool LLPipeline::sRenderMOAPBeacons = false;
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bool LLPipeline::sRenderPhysicalBeacons = true;
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bool LLPipeline::sRenderScriptedBeacons = false;
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bool LLPipeline::sRenderScriptedTouchBeacons = true;
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bool LLPipeline::sRenderParticleBeacons = false;
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bool LLPipeline::sRenderSoundBeacons = false;
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bool LLPipeline::sRenderBeacons = false;
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bool LLPipeline::sRenderHighlight = true;
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LLRender::eTexIndex LLPipeline::sRenderHighlightTextureChannel = LLRender::DIFFUSE_MAP;
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bool LLPipeline::sForceOldBakedUpload = false;
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S32 LLPipeline::sUseOcclusion = 0;
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bool LLPipeline::sDelayVBUpdate = true;
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bool LLPipeline::sAutoMaskAlphaDeferred = true;
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bool LLPipeline::sAutoMaskAlphaNonDeferred = false;
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bool LLPipeline::sDisableShaders = false;
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bool LLPipeline::sRenderBump = true;
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bool LLPipeline::sBakeSunlight = false;
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bool LLPipeline::sNoAlpha = false;
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bool LLPipeline::sUseTriStrips = true;
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bool LLPipeline::sUseFarClip = true;
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bool LLPipeline::sShadowRender = false;
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bool LLPipeline::sWaterReflections = false;
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bool LLPipeline::sRenderGlow = false;
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bool LLPipeline::sReflectionRender = false;
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bool LLPipeline::sDistortionRender = false;
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bool LLPipeline::sImpostorRender = false;
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bool LLPipeline::sImpostorRenderAlphaDepthPass = false;
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bool LLPipeline::sUnderWaterRender = false;
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bool LLPipeline::sTextureBindTest = false;
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bool LLPipeline::sRenderFrameTest = false;
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bool LLPipeline::sRenderAttachedLights = true;
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bool LLPipeline::sRenderAttachedParticles = true;
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bool LLPipeline::sRenderDeferred = false;
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bool LLPipeline::sMemAllocationThrottled = false;
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S32 LLPipeline::sVisibleLightCount = 0;
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F32 LLPipeline::sMinRenderSize = 0.f;
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bool LLPipeline::sRenderingHUDs;
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F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f;
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// EventHost API LLPipeline listener.
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static LLPipelineListener sPipelineListener;
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static LLCullResult* sCull = NULL;
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void validate_framebuffer_object();
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bool addDeferredAttachments(LLRenderTarget& target)
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{
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return target.addColorAttachment(GL_SRGB8_ALPHA8) && //specular
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target.addColorAttachment(GL_RGB10_A2); //normal+z
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}
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LLPipeline::LLPipeline() :
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mBackfaceCull(false),
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mMatrixOpCount(0),
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mTextureMatrixOps(0),
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mNumVisibleNodes(0),
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mNumVisibleFaces(0),
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mInitialized(false),
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mVertexShadersEnabled(false),
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mVertexShadersLoaded(0),
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mTransformFeedbackPrimitives(0),
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mRenderDebugFeatureMask(0),
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mRenderDebugMask(0),
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mOldRenderDebugMask(0),
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mMeshDirtyQueryObject(0),
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mGroupQ1Locked(false),
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mGroupQ2Locked(false),
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mResetVertexBuffers(false),
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mLastRebuildPool(NULL),
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mAlphaPool(NULL),
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mSkyPool(NULL),
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mTerrainPool(NULL),
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mWaterPool(NULL),
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mGroundPool(NULL),
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mSimplePool(NULL),
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mGrassPool(NULL),
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mAlphaMaskPool(NULL),
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mFullbrightAlphaMaskPool(NULL),
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mFullbrightPool(NULL),
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mInvisiblePool(NULL),
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mGlowPool(NULL),
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mBumpPool(NULL),
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mMaterialsPool(NULL),
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mWLSkyPool(NULL),
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mLightMask(0),
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mLightMovingMask(0),
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mLightingDetail(0),
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mScreenWidth(0),
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mScreenHeight(0)
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{
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mNoiseMap = 0;
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mTrueNoiseMap = 0;
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mLightFunc = 0;
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for(U32 i = 0; i < 8; i++)
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{
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mHWLightColors[i] = LLColor4::black;
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}
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}
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void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name)
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{
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LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl(name);
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if ( cntrl_ptr.isNull() )
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{
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LL_WARNS() << "Global setting name not found:" << name << LL_ENDL;
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}
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else
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{
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cntrl_ptr->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
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}
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}
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void LLPipeline::init()
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{
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refreshCachedSettings();
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gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
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gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize");
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sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
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sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
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sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
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LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
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LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
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LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
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sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
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sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
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mInitialized = true;
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|
|
stop_glerror();
|
|
|
|
//create render pass pools
|
|
getPool(LLDrawPool::POOL_ALPHA);
|
|
getPool(LLDrawPool::POOL_SIMPLE);
|
|
getPool(LLDrawPool::POOL_ALPHA_MASK);
|
|
getPool(LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK);
|
|
getPool(LLDrawPool::POOL_GRASS);
|
|
getPool(LLDrawPool::POOL_FULLBRIGHT);
|
|
getPool(LLDrawPool::POOL_INVISIBLE);
|
|
getPool(LLDrawPool::POOL_BUMP);
|
|
getPool(LLDrawPool::POOL_MATERIALS);
|
|
getPool(LLDrawPool::POOL_GLOW);
|
|
|
|
resetFrameStats();
|
|
|
|
if (gSavedSettings.getBOOL("DisableAllRenderFeatures"))
|
|
{
|
|
clearAllRenderDebugFeatures();
|
|
}
|
|
else
|
|
{
|
|
setAllRenderDebugFeatures(); // By default, all debugging features on
|
|
}
|
|
clearAllRenderDebugDisplays(); // All debug displays off
|
|
|
|
if (gSavedSettings.getBOOL("DisableAllRenderTypes"))
|
|
{
|
|
clearAllRenderTypes();
|
|
}
|
|
else
|
|
{
|
|
setAllRenderTypes(); // By default, all rendering types start enabled
|
|
// Don't turn on ground when this is set
|
|
// Mac Books with intel 950s need this
|
|
if(!gSavedSettings.getBOOL("RenderGround"))
|
|
{
|
|
toggleRenderType(RENDER_TYPE_GROUND);
|
|
}
|
|
}
|
|
|
|
// make sure RenderPerformanceTest persists (hackity hack hack)
|
|
// disables non-object rendering (UI, sky, water, etc)
|
|
if (gSavedSettings.getBOOL("RenderPerformanceTest"))
|
|
{
|
|
gSavedSettings.setBOOL("RenderPerformanceTest", FALSE);
|
|
gSavedSettings.setBOOL("RenderPerformanceTest", TRUE);
|
|
}
|
|
|
|
mOldRenderDebugMask = mRenderDebugMask;
|
|
|
|
mBackfaceCull = true;
|
|
|
|
stop_glerror();
|
|
|
|
// Enable features
|
|
|
|
LLViewerShaderMgr::instance()->setShaders();
|
|
|
|
stop_glerror();
|
|
|
|
for (U32 i = 0; i < 2; ++i)
|
|
{
|
|
mSpotLightFade[i] = 1.f;
|
|
}
|
|
|
|
if (mCubeVB.isNull())
|
|
{
|
|
mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
|
|
}
|
|
|
|
mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
|
|
mDeferredVB->allocateBuffer(8, 0, true);
|
|
setLightingDetail(-1);
|
|
|
|
//
|
|
// Update all settings to trigger a cached settings refresh
|
|
//
|
|
connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred");
|
|
connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred");
|
|
connectRefreshCachedSettingsSafe("RenderUseFarClip");
|
|
connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors");
|
|
connectRefreshCachedSettingsSafe("RenderDelayVBUpdate");
|
|
connectRefreshCachedSettingsSafe("UseOcclusion");
|
|
connectRefreshCachedSettingsSafe("RenderAvatarVP");
|
|
connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders");
|
|
connectRefreshCachedSettingsSafe("RenderDeferred");
|
|
connectRefreshCachedSettingsSafe("RenderDeferredSunWash");
|
|
connectRefreshCachedSettingsSafe("RenderFSAASamples");
|
|
connectRefreshCachedSettingsSafe("RenderResolutionDivisor");
|
|
connectRefreshCachedSettingsSafe("RenderUIBuffer");
|
|
connectRefreshCachedSettingsSafe("RenderShadowDetail");
|
|
connectRefreshCachedSettingsSafe("RenderDeferredSSAO");
|
|
connectRefreshCachedSettingsSafe("RenderShadowResolutionScale");
|
|
connectRefreshCachedSettingsSafe("RenderLocalLights");
|
|
connectRefreshCachedSettingsSafe("RenderDelayCreation");
|
|
connectRefreshCachedSettingsSafe("RenderAnimateRes");
|
|
connectRefreshCachedSettingsSafe("FreezeTime");
|
|
connectRefreshCachedSettingsSafe("DebugBeaconLineWidth");
|
|
connectRefreshCachedSettingsSafe("RenderHighlightBrightness");
|
|
connectRefreshCachedSettingsSafe("RenderHighlightColor");
|
|
connectRefreshCachedSettingsSafe("RenderHighlightThickness");
|
|
connectRefreshCachedSettingsSafe("RenderSpotLightsInNondeferred");
|
|
connectRefreshCachedSettingsSafe("PreviewAmbientColor");
|
|
connectRefreshCachedSettingsSafe("PreviewDiffuse0");
|
|
connectRefreshCachedSettingsSafe("PreviewSpecular0");
|
|
connectRefreshCachedSettingsSafe("PreviewDiffuse1");
|
|
connectRefreshCachedSettingsSafe("PreviewSpecular1");
|
|
connectRefreshCachedSettingsSafe("PreviewDiffuse2");
|
|
connectRefreshCachedSettingsSafe("PreviewSpecular2");
|
|
connectRefreshCachedSettingsSafe("PreviewDirection0");
|
|
connectRefreshCachedSettingsSafe("PreviewDirection1");
|
|
connectRefreshCachedSettingsSafe("PreviewDirection2");
|
|
connectRefreshCachedSettingsSafe("RenderGlowMinLuminance");
|
|
connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha");
|
|
connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount");
|
|
connectRefreshCachedSettingsSafe("RenderGlowLumWeights");
|
|
connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights");
|
|
connectRefreshCachedSettingsSafe("RenderGlowResolutionPow");
|
|
connectRefreshCachedSettingsSafe("RenderGlowIterations");
|
|
connectRefreshCachedSettingsSafe("RenderGlowWidth");
|
|
connectRefreshCachedSettingsSafe("RenderGlowStrength");
|
|
connectRefreshCachedSettingsSafe("RenderDepthOfField");
|
|
connectRefreshCachedSettingsSafe("RenderDepthOfFieldInEditMode");
|
|
connectRefreshCachedSettingsSafe("CameraFocusTransitionTime");
|
|
connectRefreshCachedSettingsSafe("CameraFNumber");
|
|
connectRefreshCachedSettingsSafe("CameraFocalLength");
|
|
connectRefreshCachedSettingsSafe("CameraFieldOfView");
|
|
connectRefreshCachedSettingsSafe("RenderShadowNoise");
|
|
connectRefreshCachedSettingsSafe("RenderShadowBlurSize");
|
|
connectRefreshCachedSettingsSafe("RenderSSAOScale");
|
|
connectRefreshCachedSettingsSafe("RenderSSAOMaxScale");
|
|
connectRefreshCachedSettingsSafe("RenderSSAOFactor");
|
|
connectRefreshCachedSettingsSafe("RenderSSAOEffect");
|
|
connectRefreshCachedSettingsSafe("RenderShadowOffsetError");
|
|
connectRefreshCachedSettingsSafe("RenderShadowBiasError");
|
|
connectRefreshCachedSettingsSafe("RenderShadowOffset");
|
|
connectRefreshCachedSettingsSafe("RenderShadowBias");
|
|
connectRefreshCachedSettingsSafe("RenderSpotShadowOffset");
|
|
connectRefreshCachedSettingsSafe("RenderSpotShadowBias");
|
|
connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff");
|
|
connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff");
|
|
connectRefreshCachedSettingsSafe("RenderShadowGaussian");
|
|
connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor");
|
|
connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric");
|
|
connectRefreshCachedSettingsSafe("RenderReflectionDetail");
|
|
connectRefreshCachedSettingsSafe("RenderHighlightFadeTime");
|
|
connectRefreshCachedSettingsSafe("RenderShadowClipPlanes");
|
|
connectRefreshCachedSettingsSafe("RenderShadowOrthoClipPlanes");
|
|
connectRefreshCachedSettingsSafe("RenderShadowNearDist");
|
|
connectRefreshCachedSettingsSafe("RenderFarClip");
|
|
connectRefreshCachedSettingsSafe("RenderShadowSplitExponent");
|
|
connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff");
|
|
connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff");
|
|
connectRefreshCachedSettingsSafe("CameraOffset");
|
|
connectRefreshCachedSettingsSafe("CameraMaxCoF");
|
|
connectRefreshCachedSettingsSafe("CameraDoFResScale");
|
|
connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit");
|
|
gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
|
|
}
|
|
|
|
LLPipeline::~LLPipeline()
|
|
{
|
|
|
|
}
|
|
|
|
void LLPipeline::cleanup()
|
|
{
|
|
assertInitialized();
|
|
|
|
mGroupQ1.clear() ;
|
|
mGroupQ2.clear() ;
|
|
|
|
for(pool_set_t::iterator iter = mPools.begin();
|
|
iter != mPools.end(); )
|
|
{
|
|
pool_set_t::iterator curiter = iter++;
|
|
LLDrawPool* poolp = *curiter;
|
|
if (poolp->isFacePool())
|
|
{
|
|
LLFacePool* face_pool = (LLFacePool*) poolp;
|
|
if (face_pool->mReferences.empty())
|
|
{
|
|
mPools.erase(curiter);
|
|
removeFromQuickLookup( poolp );
|
|
delete poolp;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mPools.erase(curiter);
|
|
removeFromQuickLookup( poolp );
|
|
delete poolp;
|
|
}
|
|
}
|
|
|
|
if (!mTerrainPools.empty())
|
|
{
|
|
LL_WARNS() << "Terrain Pools not cleaned up" << LL_ENDL;
|
|
}
|
|
if (!mTreePools.empty())
|
|
{
|
|
LL_WARNS() << "Tree Pools not cleaned up" << LL_ENDL;
|
|
}
|
|
|
|
delete mAlphaPool;
|
|
mAlphaPool = NULL;
|
|
delete mSkyPool;
|
|
mSkyPool = NULL;
|
|
delete mTerrainPool;
|
|
mTerrainPool = NULL;
|
|
delete mWaterPool;
|
|
mWaterPool = NULL;
|
|
delete mGroundPool;
|
|
mGroundPool = NULL;
|
|
delete mSimplePool;
|
|
mSimplePool = NULL;
|
|
delete mFullbrightPool;
|
|
mFullbrightPool = NULL;
|
|
delete mInvisiblePool;
|
|
mInvisiblePool = NULL;
|
|
delete mGlowPool;
|
|
mGlowPool = NULL;
|
|
delete mBumpPool;
|
|
mBumpPool = NULL;
|
|
// don't delete wl sky pool it was handled above in the for loop
|
|
//delete mWLSkyPool;
|
|
mWLSkyPool = NULL;
|
|
|
|
releaseGLBuffers();
|
|
|
|
mFaceSelectImagep = NULL;
|
|
|
|
mMovedBridge.clear();
|
|
|
|
mInitialized = false;
|
|
|
|
mDeferredVB = NULL;
|
|
|
|
mCubeVB = NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
void LLPipeline::destroyGL()
|
|
{
|
|
stop_glerror();
|
|
unloadShaders();
|
|
mHighlightFaces.clear();
|
|
|
|
resetDrawOrders();
|
|
|
|
resetVertexBuffers();
|
|
|
|
releaseGLBuffers();
|
|
|
|
if (LLVertexBuffer::sEnableVBOs)
|
|
{
|
|
LLVertexBuffer::sEnableVBOs = FALSE;
|
|
}
|
|
|
|
if (mMeshDirtyQueryObject)
|
|
{
|
|
glDeleteQueriesARB(1, &mMeshDirtyQueryObject);
|
|
mMeshDirtyQueryObject = 0;
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
|
|
|
|
//static
|
|
void LLPipeline::throttleNewMemoryAllocation(bool disable)
|
|
{
|
|
if(sMemAllocationThrottled != disable)
|
|
{
|
|
sMemAllocationThrottled = disable ;
|
|
|
|
if(sMemAllocationThrottled)
|
|
{
|
|
//send out notification
|
|
LLNotification::Params params("LowMemory");
|
|
LLNotifications::instance().add(params);
|
|
|
|
//release some memory.
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::requestResizeScreenTexture()
|
|
{
|
|
gResizeScreenTexture = TRUE;
|
|
}
|
|
|
|
void LLPipeline::requestResizeShadowTexture()
|
|
{
|
|
gResizeShadowTexture = TRUE;
|
|
}
|
|
|
|
void LLPipeline::resizeShadowTexture()
|
|
{
|
|
releaseShadowTargets();
|
|
allocateShadowBuffer(mScreenWidth, mScreenHeight);
|
|
gResizeShadowTexture = FALSE;
|
|
}
|
|
|
|
void LLPipeline::resizeScreenTexture()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RESIZE_SCREEN_TEXTURE);
|
|
if (gPipeline.canUseVertexShaders() && assertInitialized())
|
|
{
|
|
GLuint resX = gViewerWindow->getWorldViewWidthRaw();
|
|
GLuint resY = gViewerWindow->getWorldViewHeightRaw();
|
|
|
|
if (gResizeScreenTexture || (resX != mScreen.getWidth()) || (resY != mScreen.getHeight()))
|
|
{
|
|
releaseScreenBuffers();
|
|
releaseShadowTargets();
|
|
allocateScreenBuffer(resX,resY);
|
|
gResizeScreenTexture = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::allocatePhysicsBuffer()
|
|
{
|
|
GLuint resX = gViewerWindow->getWorldViewWidthRaw();
|
|
GLuint resY = gViewerWindow->getWorldViewHeightRaw();
|
|
|
|
if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
|
|
{
|
|
mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
|
|
}
|
|
}
|
|
|
|
bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|
{
|
|
refreshCachedSettings();
|
|
|
|
bool save_settings = sRenderDeferred;
|
|
if (save_settings)
|
|
{
|
|
// Set this flag in case we crash while resizing window or allocating space for deferred rendering targets
|
|
gSavedSettings.setBOOL("RenderInitError", TRUE);
|
|
gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
|
|
}
|
|
|
|
eFBOStatus ret = doAllocateScreenBuffer(resX, resY);
|
|
|
|
if (save_settings)
|
|
{
|
|
// don't disable shaders on next session
|
|
gSavedSettings.setBOOL("RenderInitError", FALSE);
|
|
gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
|
|
}
|
|
|
|
if (ret == FBO_FAILURE)
|
|
{ //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled
|
|
//NOTE: if the session closes successfully after this call, deferred rendering will be
|
|
// disabled on future sessions
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gSavedSettings.setBOOL("RenderDeferred", FALSE);
|
|
LLPipeline::refreshCachedSettings();
|
|
}
|
|
}
|
|
|
|
return ret == FBO_SUCCESS_FULLRES;
|
|
}
|
|
|
|
|
|
LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
|
|
{
|
|
// try to allocate screen buffers at requested resolution and samples
|
|
// - on failure, shrink number of samples and try again
|
|
// - if not multisampled, shrink resolution and try again (favor X resolution over Y)
|
|
// Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state
|
|
|
|
U32 samples = RenderFSAASamples;
|
|
|
|
eFBOStatus ret = FBO_SUCCESS_FULLRES;
|
|
if (!allocateScreenBuffer(resX, resY, samples))
|
|
{
|
|
//failed to allocate at requested specification, return false
|
|
ret = FBO_FAILURE;
|
|
|
|
releaseScreenBuffers();
|
|
//reduce number of samples
|
|
while (samples > 0)
|
|
{
|
|
samples /= 2;
|
|
if (allocateScreenBuffer(resX, resY, samples))
|
|
{ //success
|
|
return FBO_SUCCESS_LOWRES;
|
|
}
|
|
releaseScreenBuffers();
|
|
}
|
|
|
|
samples = 0;
|
|
|
|
//reduce resolution
|
|
while (resY > 0 && resX > 0)
|
|
{
|
|
resY /= 2;
|
|
if (allocateScreenBuffer(resX, resY, samples))
|
|
{
|
|
return FBO_SUCCESS_LOWRES;
|
|
}
|
|
releaseScreenBuffers();
|
|
|
|
resX /= 2;
|
|
if (allocateScreenBuffer(resX, resY, samples))
|
|
{
|
|
return FBO_SUCCESS_LOWRES;
|
|
}
|
|
releaseScreenBuffers();
|
|
}
|
|
|
|
LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
|
|
{
|
|
refreshCachedSettings();
|
|
|
|
// remember these dimensions
|
|
mScreenWidth = resX;
|
|
mScreenHeight = resY;
|
|
|
|
U32 res_mod = RenderResolutionDivisor;
|
|
|
|
if (res_mod > 1 && res_mod < resX && res_mod < resY)
|
|
{
|
|
resX /= res_mod;
|
|
resY /= res_mod;
|
|
}
|
|
|
|
if (RenderUIBuffer)
|
|
{
|
|
if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
S32 shadow_detail = RenderShadowDetail;
|
|
bool ssao = RenderDeferredSSAO;
|
|
|
|
const U32 occlusion_divisor = 3;
|
|
|
|
//allocate deferred rendering color buffers
|
|
if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
|
|
if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
|
|
if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
|
|
if (!addDeferredAttachments(mDeferredScreen)) return false;
|
|
|
|
GLuint screenFormat = GL_RGBA16;
|
|
if (gGLManager.mIsATI)
|
|
{
|
|
screenFormat = GL_RGBA12;
|
|
}
|
|
|
|
if (gGLManager.mGLVersion < 4.f && gGLManager.mIsNVIDIA)
|
|
{
|
|
screenFormat = GL_RGBA16F_ARB;
|
|
}
|
|
|
|
if (!mScreen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
|
|
if (samples > 0)
|
|
{
|
|
if (!mFXAABuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
|
|
}
|
|
else
|
|
{
|
|
mFXAABuffer.release();
|
|
}
|
|
|
|
if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
|
|
{ //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
|
|
if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
|
|
}
|
|
else
|
|
{
|
|
mDeferredLight.release();
|
|
}
|
|
|
|
allocateShadowBuffer(resX, resY);
|
|
|
|
//HACK make screenbuffer allocations start failing after 30 seconds
|
|
if (gSavedSettings.getBOOL("SimulateFBOFailure"))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mDeferredLight.release();
|
|
|
|
releaseShadowTargets();
|
|
|
|
mFXAABuffer.release();
|
|
mScreen.release();
|
|
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
|
|
mDeferredDepth.release();
|
|
mOcclusionDepth.release();
|
|
|
|
if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
|
|
}
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{ //share depth buffer between deferred targets
|
|
mDeferredScreen.shareDepthBuffer(mScreen);
|
|
}
|
|
|
|
gGL.getTexUnit(0)->disable();
|
|
|
|
stop_glerror();
|
|
|
|
return true;
|
|
}
|
|
|
|
// must be even to avoid a stripe in the horizontal shadow blur
|
|
inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; }
|
|
|
|
bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
|
|
{
|
|
refreshCachedSettings();
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
S32 shadow_detail = RenderShadowDetail;
|
|
|
|
const U32 occlusion_divisor = 3;
|
|
|
|
F32 scale = llmax(0.f,RenderShadowResolutionScale);
|
|
U32 sun_shadow_map_width = BlurHappySize(resX, scale);
|
|
U32 sun_shadow_map_height = BlurHappySize(resY, scale);
|
|
|
|
if (shadow_detail > 0)
|
|
{ //allocate 4 sun shadow maps
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!mShadowOcclusion[i].allocate(sun_shadow_map_width/occlusion_divisor, sun_shadow_map_height/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
releaseShadowTarget(i);
|
|
}
|
|
}
|
|
|
|
U32 width = (U32) (resX*scale);
|
|
U32 height = width;
|
|
|
|
if (shadow_detail > 1)
|
|
{ //allocate two spot shadow maps
|
|
U32 spot_shadow_map_width = width;
|
|
U32 spot_shadow_map_height = height;
|
|
for (U32 i = 4; i < 6; i++)
|
|
{
|
|
if (!mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE))
|
|
{
|
|
return false;
|
|
}
|
|
if (!mShadowOcclusion[i].allocate(spot_shadow_map_width/occlusion_divisor, height/occlusion_divisor, 0, TRUE, FALSE))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (U32 i = 4; i < 6; i++)
|
|
{
|
|
releaseShadowTarget(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//static
|
|
void LLPipeline::updateRenderBump()
|
|
{
|
|
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::updateRenderDeferred()
|
|
{
|
|
sRenderDeferred = !gUseWireframe &&
|
|
RenderDeferred &&
|
|
LLRenderTarget::sUseFBO &&
|
|
LLPipeline::sRenderBump &&
|
|
RenderAvatarVP &&
|
|
WindLightUseAtmosShaders &&
|
|
(bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::refreshCachedSettings()
|
|
{
|
|
LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
|
|
LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
|
|
LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
|
|
LLVOAvatar::sMaxNonImpostors = gSavedSettings.getU32("RenderAvatarMaxNonImpostors");
|
|
LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors);
|
|
LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
|
|
|
|
LLPipeline::sUseOcclusion =
|
|
(!gUseWireframe
|
|
&& LLGLSLShader::sNoFixedFunction
|
|
&& LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
|
|
&& gSavedSettings.getBOOL("UseOcclusion")
|
|
&& gGLManager.mHasOcclusionQuery) ? 2 : 0;
|
|
|
|
RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
|
|
WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
|
|
RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
|
|
RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
|
|
RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
|
|
RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
|
|
RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
|
|
RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
|
|
RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
|
|
RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
|
|
RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights");
|
|
RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation");
|
|
RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes");
|
|
FreezeTime = gSavedSettings.getBOOL("FreezeTime");
|
|
DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth");
|
|
RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness");
|
|
RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor");
|
|
RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness");
|
|
RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred");
|
|
PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor");
|
|
PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
|
|
PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0");
|
|
PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
|
|
PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1");
|
|
PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
|
|
PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2");
|
|
PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0");
|
|
PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1");
|
|
PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2");
|
|
RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance");
|
|
RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
|
|
RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
|
|
RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
|
|
RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
|
|
RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow");
|
|
RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations");
|
|
RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth");
|
|
RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength");
|
|
RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
|
|
RenderDepthOfFieldInEditMode = gSavedSettings.getBOOL("RenderDepthOfFieldInEditMode");
|
|
CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime");
|
|
CameraFNumber = gSavedSettings.getF32("CameraFNumber");
|
|
CameraFocalLength = gSavedSettings.getF32("CameraFocalLength");
|
|
CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView");
|
|
RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise");
|
|
RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize");
|
|
RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale");
|
|
RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale");
|
|
RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor");
|
|
RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect");
|
|
RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError");
|
|
RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError");
|
|
RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset");
|
|
RenderShadowBias = gSavedSettings.getF32("RenderShadowBias");
|
|
RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset");
|
|
RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias");
|
|
RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff");
|
|
RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff");
|
|
RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian");
|
|
RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
|
|
RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric");
|
|
RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail");
|
|
RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime");
|
|
RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes");
|
|
RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
|
|
RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist");
|
|
RenderFarClip = gSavedSettings.getF32("RenderFarClip");
|
|
RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent");
|
|
RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff");
|
|
RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff");
|
|
CameraOffset = gSavedSettings.getBOOL("CameraOffset");
|
|
CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");
|
|
CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");
|
|
RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit");
|
|
RenderSpotLight = nullptr;
|
|
updateRenderDeferred();
|
|
}
|
|
|
|
void LLPipeline::releaseGLBuffers()
|
|
{
|
|
assertInitialized();
|
|
|
|
if (mNoiseMap)
|
|
{
|
|
LLImageGL::deleteTextures(1, &mNoiseMap);
|
|
mNoiseMap = 0;
|
|
}
|
|
|
|
if (mTrueNoiseMap)
|
|
{
|
|
LLImageGL::deleteTextures(1, &mTrueNoiseMap);
|
|
mTrueNoiseMap = 0;
|
|
}
|
|
|
|
releaseLUTBuffers();
|
|
|
|
mWaterRef.release();
|
|
mWaterDis.release();
|
|
mBake.release();
|
|
mHighlight.release();
|
|
|
|
for (U32 i = 0; i < 3; i++)
|
|
{
|
|
mGlow[i].release();
|
|
}
|
|
|
|
releaseScreenBuffers();
|
|
|
|
gBumpImageList.destroyGL();
|
|
LLVOAvatar::resetImpostors();
|
|
}
|
|
|
|
void LLPipeline::releaseLUTBuffers()
|
|
{
|
|
if (mLightFunc)
|
|
{
|
|
LLImageGL::deleteTextures(1, &mLightFunc);
|
|
mLightFunc = 0;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::releaseShadowBuffers()
|
|
{
|
|
releaseShadowTargets();
|
|
}
|
|
|
|
void LLPipeline::releaseScreenBuffers()
|
|
{
|
|
mUIScreen.release();
|
|
mScreen.release();
|
|
mFXAABuffer.release();
|
|
mPhysicsDisplay.release();
|
|
mDeferredScreen.release();
|
|
mDeferredDepth.release();
|
|
mDeferredLight.release();
|
|
mOcclusionDepth.release();
|
|
}
|
|
|
|
|
|
void LLPipeline::releaseShadowTarget(U32 index)
|
|
{
|
|
mShadow[index].release();
|
|
mShadowOcclusion[index].release();
|
|
}
|
|
|
|
void LLPipeline::releaseShadowTargets()
|
|
{
|
|
for (U32 i = 0; i < 6; i++)
|
|
{
|
|
releaseShadowTarget(i);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::createGLBuffers()
|
|
{
|
|
stop_glerror();
|
|
assertInitialized();
|
|
|
|
updateRenderDeferred();
|
|
if (LLPipeline::sWaterReflections)
|
|
{ //water reflection texture
|
|
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
|
|
mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
|
|
mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE);
|
|
}
|
|
|
|
// Use FBO for bake tex
|
|
mBake.allocate(512, 512, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, true); // SL-12781 Build > Upload > Model; 3D Preview
|
|
|
|
mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
|
|
|
|
stop_glerror();
|
|
|
|
GLuint resX = gViewerWindow->getWorldViewWidthRaw();
|
|
GLuint resY = gViewerWindow->getWorldViewHeightRaw();
|
|
|
|
// allocate screen space glow buffers
|
|
const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
|
|
for (U32 i = 0; i < 3; i++)
|
|
{
|
|
mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE);
|
|
}
|
|
|
|
allocateScreenBuffer(resX, resY);
|
|
mScreenWidth = 0;
|
|
mScreenHeight = 0;
|
|
|
|
if (sRenderDeferred)
|
|
{
|
|
if (!mNoiseMap)
|
|
{
|
|
const U32 noiseRes = 128;
|
|
LLVector3 noise[noiseRes*noiseRes];
|
|
|
|
F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
|
|
for (U32 i = 0; i < noiseRes*noiseRes; ++i)
|
|
{
|
|
noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
|
|
noise[i].normVec();
|
|
noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
|
|
}
|
|
|
|
LLImageGL::generateTextures(1, &mNoiseMap);
|
|
|
|
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
|
|
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false);
|
|
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
if (!mTrueNoiseMap)
|
|
{
|
|
const U32 noiseRes = 128;
|
|
F32 noise[noiseRes*noiseRes*3];
|
|
for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
|
|
{
|
|
noise[i] = ll_frand()*2.0-1.0;
|
|
}
|
|
|
|
LLImageGL::generateTextures(1, &mTrueNoiseMap);
|
|
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
|
|
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false);
|
|
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
createLUTBuffers();
|
|
}
|
|
|
|
gBumpImageList.restoreGL();
|
|
}
|
|
|
|
F32 lerpf(F32 a, F32 b, F32 w)
|
|
{
|
|
return a + w * (b - a);
|
|
}
|
|
|
|
void LLPipeline::createLUTBuffers()
|
|
{
|
|
if (sRenderDeferred)
|
|
{
|
|
if (!mLightFunc)
|
|
{
|
|
U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
|
|
U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
|
|
F32* ls = new F32[lightResX*lightResY];
|
|
F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
|
|
// Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks)
|
|
for (U32 y = 0; y < lightResY; ++y)
|
|
{
|
|
for (U32 x = 0; x < lightResX; ++x)
|
|
{
|
|
ls[y*lightResX+x] = 0;
|
|
F32 sa = (F32) x/(lightResX-1);
|
|
F32 spec = (F32) y/(lightResY-1);
|
|
F32 n = spec * spec * specExp;
|
|
|
|
// Nothing special here. Just your typical blinn-phong term.
|
|
spec = powf(sa, n);
|
|
|
|
// Apply our normalization function.
|
|
// Note: This is the full equation that applies the full normalization curve, not an approximation.
|
|
// This is fine, given we only need to create our LUT once per buffer initialization.
|
|
spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
|
|
|
|
// Since we use R16F, we no longer have a dynamic range issue we need to work around here.
|
|
// Though some older drivers may not like this, newer drivers shouldn't have this problem.
|
|
ls[y*lightResX+x] = spec;
|
|
}
|
|
}
|
|
|
|
U32 pix_format = GL_R16F;
|
|
#if LL_DARWIN
|
|
// Need to work around limited precision with 10.6.8 and older drivers
|
|
//
|
|
pix_format = GL_R32F;
|
|
#endif
|
|
LLImageGL::generateTextures(1, &mLightFunc);
|
|
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
|
|
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false);
|
|
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
|
|
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
delete [] ls;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void LLPipeline::restoreGL()
|
|
{
|
|
assertInitialized();
|
|
|
|
if (mVertexShadersEnabled)
|
|
{
|
|
LLViewerShaderMgr::instance()->setShaders();
|
|
}
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
part->restoreGL();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool LLPipeline::canUseVertexShaders()
|
|
{
|
|
if (sDisableShaders ||
|
|
!gGLManager.mHasVertexShader ||
|
|
!gGLManager.mHasFragmentShader ||
|
|
(assertInitialized() && mVertexShadersLoaded != 1) )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool LLPipeline::canUseWindLightShaders() const
|
|
{
|
|
return (!LLPipeline::sDisableShaders &&
|
|
gWLSkyProgram.mProgramObject != 0 &&
|
|
LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
|
|
}
|
|
|
|
bool LLPipeline::canUseWindLightShadersOnObjects() const
|
|
{
|
|
return (canUseWindLightShaders()
|
|
&& LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
|
|
}
|
|
|
|
bool LLPipeline::canUseAntiAliasing() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void LLPipeline::unloadShaders()
|
|
{
|
|
LLViewerShaderMgr::instance()->unloadShaders();
|
|
|
|
mVertexShadersLoaded = 0;
|
|
}
|
|
|
|
void LLPipeline::assertInitializedDoError()
|
|
{
|
|
LL_ERRS() << "LLPipeline used when uninitialized." << LL_ENDL;
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
void LLPipeline::enableShadows(const bool enable_shadows)
|
|
{
|
|
//should probably do something here to wrangle shadows....
|
|
}
|
|
|
|
S32 LLPipeline::getMaxLightingDetail() const
|
|
{
|
|
/*if (mShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
|
|
{
|
|
return 3;
|
|
}
|
|
else*/
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
S32 LLPipeline::setLightingDetail(S32 level)
|
|
{
|
|
refreshCachedSettings();
|
|
|
|
if (level < 0)
|
|
{
|
|
if (RenderLocalLights)
|
|
{
|
|
level = 1;
|
|
}
|
|
else
|
|
{
|
|
level = 0;
|
|
}
|
|
}
|
|
level = llclamp(level, 0, getMaxLightingDetail());
|
|
mLightingDetail = level;
|
|
|
|
return mLightingDetail;
|
|
}
|
|
|
|
class LLOctreeDirtyTexture : public OctreeTraveler
|
|
{
|
|
public:
|
|
const std::set<LLViewerFetchedTexture*>& mTextures;
|
|
|
|
LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
|
|
|
|
virtual void visit(const OctreeNode* node)
|
|
{
|
|
LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
|
|
|
|
if (!group->hasState(LLSpatialGroup::GEOM_DIRTY) && !group->isEmpty())
|
|
{
|
|
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
|
|
{
|
|
for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
|
|
{
|
|
LLDrawInfo* params = *j;
|
|
LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
|
|
if (tex && mTextures.find(tex) != mTextures.end())
|
|
{
|
|
group->setState(LLSpatialGroup::GEOM_DIRTY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
|
|
{
|
|
LLSpatialBridge* bridge = *i;
|
|
traverse(bridge->mOctree);
|
|
}
|
|
}
|
|
};
|
|
|
|
// Called when a texture changes # of channels (causes faces to move to alpha pool)
|
|
void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
|
|
{
|
|
assertInitialized();
|
|
|
|
// *TODO: This is inefficient and causes frame spikes; need a better way to do this
|
|
// Most of the time is spent in dirty.traverse.
|
|
|
|
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
|
|
{
|
|
LLDrawPool *poolp = *iter;
|
|
if (poolp->isFacePool())
|
|
{
|
|
((LLFacePool*) poolp)->dirtyTextures(textures);
|
|
}
|
|
}
|
|
|
|
LLOctreeDirtyTexture dirty(textures);
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
dirty.traverse(part->mOctree);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
|
|
{
|
|
assertInitialized();
|
|
|
|
LLDrawPool *poolp = NULL;
|
|
switch( type )
|
|
{
|
|
case LLDrawPool::POOL_SIMPLE:
|
|
poolp = mSimplePool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GRASS:
|
|
poolp = mGrassPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_ALPHA_MASK:
|
|
poolp = mAlphaMaskPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
|
|
poolp = mFullbrightAlphaMaskPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_FULLBRIGHT:
|
|
poolp = mFullbrightPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_INVISIBLE:
|
|
poolp = mInvisiblePool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GLOW:
|
|
poolp = mGlowPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_TREE:
|
|
poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
|
|
break;
|
|
|
|
case LLDrawPool::POOL_TERRAIN:
|
|
poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
|
|
break;
|
|
|
|
case LLDrawPool::POOL_BUMP:
|
|
poolp = mBumpPool;
|
|
break;
|
|
case LLDrawPool::POOL_MATERIALS:
|
|
poolp = mMaterialsPool;
|
|
break;
|
|
case LLDrawPool::POOL_ALPHA:
|
|
poolp = mAlphaPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_AVATAR:
|
|
case LLDrawPool::POOL_CONTROL_AV:
|
|
break; // Do nothing
|
|
|
|
case LLDrawPool::POOL_SKY:
|
|
poolp = mSkyPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_WATER:
|
|
poolp = mWaterPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GROUND:
|
|
poolp = mGroundPool;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_WL_SKY:
|
|
poolp = mWLSkyPool;
|
|
break;
|
|
|
|
default:
|
|
llassert(0);
|
|
LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL;
|
|
break;
|
|
}
|
|
|
|
return poolp;
|
|
}
|
|
|
|
|
|
LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0)
|
|
{
|
|
LLDrawPool *poolp = findPool(type, tex0);
|
|
if (poolp)
|
|
{
|
|
return poolp;
|
|
}
|
|
|
|
LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0);
|
|
addPool( new_poolp );
|
|
|
|
return new_poolp;
|
|
}
|
|
|
|
|
|
// static
|
|
LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
|
|
{
|
|
U32 type = getPoolTypeFromTE(te, imagep);
|
|
return gPipeline.getPool(type, imagep);
|
|
}
|
|
|
|
//static
|
|
U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
|
|
{
|
|
if (!te || !imagep)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
LLMaterial* mat = te->getMaterialParams().get();
|
|
|
|
bool color_alpha = te->getColor().mV[3] < 0.999f;
|
|
bool alpha = color_alpha;
|
|
if (imagep)
|
|
{
|
|
alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
|
|
}
|
|
|
|
if (alpha && mat)
|
|
{
|
|
switch (mat->getDiffuseAlphaMode())
|
|
{
|
|
case 1:
|
|
alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool.
|
|
break;
|
|
case 0: //alpha mode set to none, never go to alpha pool
|
|
case 3: //alpha mode set to emissive, never go to alpha pool
|
|
alpha = color_alpha;
|
|
break;
|
|
default: //alpha mode set to "mask", go to alpha pool if fullbright
|
|
alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool.
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (alpha)
|
|
{
|
|
return LLDrawPool::POOL_ALPHA;
|
|
}
|
|
else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull()))
|
|
{
|
|
return LLDrawPool::POOL_BUMP;
|
|
}
|
|
else if (mat && !alpha)
|
|
{
|
|
return LLDrawPool::POOL_MATERIALS;
|
|
}
|
|
else
|
|
{
|
|
return LLDrawPool::POOL_SIMPLE;
|
|
}
|
|
}
|
|
|
|
|
|
void LLPipeline::addPool(LLDrawPool *new_poolp)
|
|
{
|
|
assertInitialized();
|
|
mPools.insert(new_poolp);
|
|
addToQuickLookup( new_poolp );
|
|
}
|
|
|
|
void LLPipeline::allocDrawable(LLViewerObject *vobj)
|
|
{
|
|
LLDrawable *drawable = new LLDrawable(vobj);
|
|
vobj->mDrawable = drawable;
|
|
|
|
//encompass completely sheared objects by taking
|
|
//the most extreme point possible (<1,1,0.5>)
|
|
drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
|
|
if (vobj->isOrphaned())
|
|
{
|
|
drawable->setState(LLDrawable::FORCE_INVISIBLE);
|
|
}
|
|
drawable->updateXform(TRUE);
|
|
}
|
|
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_UNLINK("Unlink");
|
|
static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_MOVE_LIST("Movelist");
|
|
static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_SPATIAL_PARTITION("Spatial Partition");
|
|
static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_LIGHT_SET("Light Set");
|
|
static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_HIGHLIGHT_SET("Highlight Set");
|
|
|
|
void LLPipeline::unlinkDrawable(LLDrawable *drawable)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_UNLINK);
|
|
|
|
assertInitialized();
|
|
|
|
LLPointer<LLDrawable> drawablep = drawable; // make sure this doesn't get deleted before we are done
|
|
|
|
// Based on flags, remove the drawable from the queues that it's on.
|
|
if (drawablep->isState(LLDrawable::ON_MOVE_LIST))
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_MOVE_LIST);
|
|
LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
|
|
if (iter != mMovedList.end())
|
|
{
|
|
mMovedList.erase(iter);
|
|
}
|
|
}
|
|
|
|
if (drawablep->getSpatialGroup())
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_SPATIAL_PARTITION);
|
|
if (!drawablep->getSpatialGroup()->getSpatialPartition()->remove(drawablep, drawablep->getSpatialGroup()))
|
|
{
|
|
#ifdef LL_RELEASE_FOR_DOWNLOAD
|
|
LL_WARNS() << "Couldn't remove object from spatial group!" << LL_ENDL;
|
|
#else
|
|
LL_ERRS() << "Couldn't remove object from spatial group!" << LL_ENDL;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_LIGHT_SET);
|
|
mLights.erase(drawablep);
|
|
|
|
for (light_set_t::iterator iter = mNearbyLights.begin();
|
|
iter != mNearbyLights.end(); iter++)
|
|
{
|
|
if (iter->drawable == drawablep)
|
|
{
|
|
mNearbyLights.erase(iter);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_HIGHLIGHT_SET);
|
|
HighlightItem item(drawablep);
|
|
mHighlightSet.erase(item);
|
|
|
|
if (mHighlightObject == drawablep)
|
|
{
|
|
mHighlightObject = NULL;
|
|
}
|
|
}
|
|
|
|
for (U32 i = 0; i < 2; ++i)
|
|
{
|
|
if (mShadowSpotLight[i] == drawablep)
|
|
{
|
|
mShadowSpotLight[i] = NULL;
|
|
}
|
|
|
|
if (mTargetShadowSpotLight[i] == drawablep)
|
|
{
|
|
mTargetShadowSpotLight[i] = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//static
|
|
void LLPipeline::removeMutedAVsLights(LLVOAvatar* muted_avatar)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_LIGHT_SET);
|
|
for (light_set_t::iterator iter = gPipeline.mNearbyLights.begin();
|
|
iter != gPipeline.mNearbyLights.end(); iter++)
|
|
{
|
|
if (iter->drawable->getVObj()->isAttachment() && iter->drawable->getVObj()->getAvatar() == muted_avatar)
|
|
{
|
|
gPipeline.mLights.erase(iter->drawable);
|
|
gPipeline.mNearbyLights.erase(iter);
|
|
}
|
|
}
|
|
}
|
|
|
|
U32 LLPipeline::addObject(LLViewerObject *vobj)
|
|
{
|
|
if (RenderDelayCreation)
|
|
{
|
|
mCreateQ.push_back(vobj);
|
|
}
|
|
else
|
|
{
|
|
createObject(vobj);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void LLPipeline::createObjects(F32 max_dtime)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_PIPELINE_CREATE);
|
|
|
|
LLTimer update_timer;
|
|
|
|
while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
|
|
{
|
|
LLViewerObject* vobj = mCreateQ.front();
|
|
if (!vobj->isDead())
|
|
{
|
|
createObject(vobj);
|
|
}
|
|
mCreateQ.pop_front();
|
|
}
|
|
|
|
//for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
|
|
//{
|
|
// createObject(*iter);
|
|
//}
|
|
|
|
//mCreateQ.clear();
|
|
}
|
|
|
|
void LLPipeline::createObject(LLViewerObject* vobj)
|
|
{
|
|
LLDrawable* drawablep = vobj->mDrawable;
|
|
|
|
if (!drawablep)
|
|
{
|
|
drawablep = vobj->createDrawable(this);
|
|
}
|
|
else
|
|
{
|
|
LL_ERRS() << "Redundant drawable creation!" << LL_ENDL;
|
|
}
|
|
|
|
llassert(drawablep);
|
|
|
|
if (vobj->getParent())
|
|
{
|
|
vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
|
|
}
|
|
else
|
|
{
|
|
vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
|
|
}
|
|
|
|
markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
|
|
|
|
if (drawablep->getVOVolume() && RenderAnimateRes)
|
|
{
|
|
// fun animated res
|
|
drawablep->updateXform(TRUE);
|
|
drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
|
|
drawablep->setScale(LLVector3(0,0,0));
|
|
drawablep->makeActive();
|
|
}
|
|
}
|
|
|
|
|
|
void LLPipeline::resetFrameStats()
|
|
{
|
|
assertInitialized();
|
|
|
|
sCompiles = 0;
|
|
mNumVisibleFaces = 0;
|
|
|
|
if (mOldRenderDebugMask != mRenderDebugMask)
|
|
{
|
|
gObjectList.clearDebugText();
|
|
mOldRenderDebugMask = mRenderDebugMask;
|
|
}
|
|
}
|
|
|
|
//external functions for asynchronous updating
|
|
void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
|
|
{
|
|
if (FreezeTime)
|
|
{
|
|
return;
|
|
}
|
|
if (!drawablep)
|
|
{
|
|
LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL;
|
|
return;
|
|
}
|
|
if (drawablep->isState(LLDrawable::EARLY_MOVE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
// update drawable now
|
|
drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
|
|
drawablep->updateMove(); // returns done
|
|
drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
|
|
// Put on move list so that EARLY_MOVE gets cleared
|
|
if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
|
|
{
|
|
mMovedList.push_back(drawablep);
|
|
drawablep->setState(LLDrawable::ON_MOVE_LIST);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
|
|
{
|
|
if (FreezeTime)
|
|
{
|
|
return;
|
|
}
|
|
if (!drawablep)
|
|
{
|
|
LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL;
|
|
return;
|
|
}
|
|
if (drawablep->isState(LLDrawable::EARLY_MOVE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
// update drawable now
|
|
drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
|
|
drawablep->updateMove();
|
|
drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
|
|
// Put on move list so that EARLY_MOVE gets cleared
|
|
if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
|
|
{
|
|
mMovedList.push_back(drawablep);
|
|
drawablep->setState(LLDrawable::ON_MOVE_LIST);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
|
|
{
|
|
for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
|
|
iter != moved_list.end(); )
|
|
{
|
|
LLDrawable::drawable_vector_t::iterator curiter = iter++;
|
|
LLDrawable *drawablep = *curiter;
|
|
bool done = true;
|
|
if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
|
|
{
|
|
done = drawablep->updateMove();
|
|
}
|
|
drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
|
|
if (done)
|
|
{
|
|
if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE))
|
|
{
|
|
drawablep->makeStatic();
|
|
}
|
|
drawablep->clearState(LLDrawable::ON_MOVE_LIST);
|
|
if (drawablep->isState(LLDrawable::ANIMATED_CHILD))
|
|
{ //will likely not receive any future world matrix updates
|
|
// -- this keeps attachments from getting stuck in space and falling off your avatar
|
|
drawablep->clearState(LLDrawable::ANIMATED_CHILD);
|
|
markRebuild(drawablep, LLDrawable::REBUILD_VOLUME, TRUE);
|
|
if (drawablep->getVObj())
|
|
{
|
|
drawablep->getVObj()->dirtySpatialGroup(TRUE);
|
|
}
|
|
}
|
|
iter = moved_list.erase(curiter);
|
|
}
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_OCTREE_BALANCE("Balance Octree");
|
|
static LLTrace::BlockTimerStatHandle FTM_UPDATE_MOVE("Update Move");
|
|
static LLTrace::BlockTimerStatHandle FTM_RETEXTURE("Retexture");
|
|
static LLTrace::BlockTimerStatHandle FTM_MOVED_LIST("Moved List");
|
|
|
|
void LLPipeline::updateMove()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_UPDATE_MOVE);
|
|
|
|
if (FreezeTime)
|
|
{
|
|
return;
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RETEXTURE);
|
|
|
|
for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
|
|
iter != mRetexturedList.end(); ++iter)
|
|
{
|
|
LLDrawable* drawablep = *iter;
|
|
if (drawablep && !drawablep->isDead())
|
|
{
|
|
drawablep->updateTexture();
|
|
}
|
|
}
|
|
mRetexturedList.clear();
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_MOVED_LIST);
|
|
updateMovedList(mMovedList);
|
|
}
|
|
|
|
//balance octrees
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_OCTREE_BALANCE);
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
part->mOctree->balance();
|
|
}
|
|
}
|
|
|
|
//balance the VO Cache tree
|
|
LLVOCachePartition* vo_part = region->getVOCachePartition();
|
|
if(vo_part)
|
|
{
|
|
vo_part->mOctree->balance();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
// Culling and occlusion testing
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//static
|
|
F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
|
|
{
|
|
LLVector3 lookAt = center - camera.getOrigin();
|
|
F32 dist = lookAt.length();
|
|
|
|
//ramp down distance for nearby objects
|
|
//shrink dist by dist/16.
|
|
if (dist < 16.f)
|
|
{
|
|
dist /= 16.f;
|
|
dist *= dist;
|
|
dist *= 16.f;
|
|
}
|
|
|
|
//get area of circle around node
|
|
F32 app_angle = atanf(size.length()/dist);
|
|
F32 radius = app_angle*LLDrawable::sCurPixelAngle;
|
|
return radius*radius * F_PI;
|
|
}
|
|
|
|
//static
|
|
F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera)
|
|
{
|
|
LLVector4a origin;
|
|
origin.load3(camera.getOrigin().mV);
|
|
|
|
LLVector4a lookAt;
|
|
lookAt.setSub(center, origin);
|
|
F32 dist = lookAt.getLength3().getF32();
|
|
|
|
//ramp down distance for nearby objects
|
|
//shrink dist by dist/16.
|
|
if (dist < 16.f)
|
|
{
|
|
dist /= 16.f;
|
|
dist *= dist;
|
|
dist *= 16.f;
|
|
}
|
|
|
|
//get area of circle around node
|
|
F32 app_angle = atanf(size.getLength3().getF32()/dist);
|
|
F32 radius = app_angle*LLDrawable::sCurPixelAngle;
|
|
return radius*radius * F_PI;
|
|
}
|
|
|
|
void LLPipeline::grabReferences(LLCullResult& result)
|
|
{
|
|
sCull = &result;
|
|
}
|
|
|
|
void LLPipeline::clearReferences()
|
|
{
|
|
sCull = NULL;
|
|
mGroupSaveQ1.clear();
|
|
}
|
|
|
|
void check_references(LLSpatialGroup* group, LLDrawable* drawable)
|
|
{
|
|
for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
|
|
{
|
|
LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable();
|
|
if (drawable == drawablep)
|
|
{
|
|
LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void check_references(LLDrawable* drawable, LLFace* face)
|
|
{
|
|
for (S32 i = 0; i < drawable->getNumFaces(); ++i)
|
|
{
|
|
if (drawable->getFace(i) == face)
|
|
{
|
|
LL_ERRS() << "LLFace deleted while actively referenced by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void check_references(LLSpatialGroup* group, LLFace* face)
|
|
{
|
|
for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
|
|
{
|
|
LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable();
|
|
if(drawable)
|
|
{
|
|
check_references(drawable, face);
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::checkReferences(LLFace* face)
|
|
{
|
|
#if 0
|
|
if (sCull)
|
|
{
|
|
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, face);
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, face);
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, face);
|
|
}
|
|
|
|
for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
|
|
{
|
|
LLDrawable* drawable = *iter;
|
|
check_references(drawable, face);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LLPipeline::checkReferences(LLDrawable* drawable)
|
|
{
|
|
#if 0
|
|
if (sCull)
|
|
{
|
|
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, drawable);
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, drawable);
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, drawable);
|
|
}
|
|
|
|
for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
|
|
{
|
|
if (drawable == *iter)
|
|
{
|
|
LL_ERRS() << "LLDrawable deleted while actively referenced by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info)
|
|
{
|
|
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
|
|
{
|
|
LLSpatialGroup::drawmap_elem_t& draw_vec = i->second;
|
|
for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j)
|
|
{
|
|
LLDrawInfo* params = *j;
|
|
if (params == draw_info)
|
|
{
|
|
LL_ERRS() << "LLDrawInfo deleted while actively referenced by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void LLPipeline::checkReferences(LLDrawInfo* draw_info)
|
|
{
|
|
#if 0
|
|
if (sCull)
|
|
{
|
|
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, draw_info);
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, draw_info);
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
check_references(group, draw_info);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LLPipeline::checkReferences(LLSpatialGroup* group)
|
|
{
|
|
#if CHECK_PIPELINE_REFERENCES
|
|
if (sCull)
|
|
{
|
|
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
|
|
{
|
|
if (group == *iter)
|
|
{
|
|
LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
|
|
{
|
|
if (group == *iter)
|
|
{
|
|
LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
|
|
{
|
|
if (group == *iter)
|
|
{
|
|
LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
bool LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
|
|
{
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
if (hasRenderType(part->mDrawableType))
|
|
{
|
|
if (part->visibleObjectsInFrustum(camera))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
|
|
{
|
|
const F32 X = 65536.f;
|
|
|
|
min = LLVector3(X,X,X);
|
|
max = LLVector3(-X,-X,-X);
|
|
|
|
LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID;
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
|
|
bool res = true;
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
if (hasRenderType(part->mDrawableType))
|
|
{
|
|
if (!part->getVisibleExtents(camera, min, max))
|
|
{
|
|
res = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
LLViewerCamera::sCurCameraID = saved_camera_id;
|
|
|
|
return res;
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
|
|
|
|
void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep)
|
|
{
|
|
static LLCachedControl<bool> use_occlusion(gSavedSettings,"UseOcclusion");
|
|
static bool can_use_occlusion = LLGLSLShader::sNoFixedFunction
|
|
&& LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
|
|
&& gGLManager.mHasOcclusionQuery;
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_CULL);
|
|
|
|
grabReferences(result);
|
|
|
|
sCull->clear();
|
|
|
|
bool to_texture = LLPipeline::sUseOcclusion > 1 && gPipeline.canUseVertexShaders();
|
|
|
|
if (to_texture)
|
|
{
|
|
if (LLPipeline::sRenderDeferred && can_use_occlusion)
|
|
{
|
|
mOcclusionDepth.bindTarget();
|
|
}
|
|
else
|
|
{
|
|
mScreen.bindTarget();
|
|
}
|
|
}
|
|
|
|
if (sUseOcclusion > 1)
|
|
{
|
|
gGL.setColorMask(false, false);
|
|
}
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(gGLLastProjection);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLLastModelView);
|
|
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDisable test(GL_ALPHA_TEST);
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
|
|
bool bound_shader = false;
|
|
if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
|
|
{ //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
|
|
// (shadow render uses a special shader that clamps to clip planes)
|
|
bound_shader = true;
|
|
gOcclusionCubeProgram.bind();
|
|
}
|
|
|
|
if (sUseOcclusion > 1)
|
|
{
|
|
if (mCubeVB.isNull())
|
|
{ //cube VB will be used for issuing occlusion queries
|
|
mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
|
|
}
|
|
mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
}
|
|
|
|
if (!sReflectionRender)
|
|
{
|
|
camera.disableUserClipPlane();
|
|
}
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
if (hasRenderType(part->mDrawableType))
|
|
{
|
|
part->cull(camera);
|
|
}
|
|
}
|
|
}
|
|
|
|
//scan the VO Cache tree
|
|
LLVOCachePartition* vo_part = region->getVOCachePartition();
|
|
if(vo_part)
|
|
{
|
|
bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe && 0 > water_clip /* && !gViewerWindow->getProgressView()->getVisible()*/;
|
|
do_occlusion_cull &= !sReflectionRender;
|
|
vo_part->cull(camera, do_occlusion_cull);
|
|
}
|
|
}
|
|
|
|
if (bound_shader)
|
|
{
|
|
gOcclusionCubeProgram.unbind();
|
|
}
|
|
|
|
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
|
|
gSky.mVOSkyp.notNull() &&
|
|
gSky.mVOSkyp->mDrawable.notNull())
|
|
{
|
|
gSky.mVOSkyp->mDrawable->setVisible(camera);
|
|
sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
|
|
gSky.updateCull();
|
|
stop_glerror();
|
|
}
|
|
|
|
if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) &&
|
|
!gPipeline.canUseWindLightShaders() &&
|
|
gSky.mVOGroundp.notNull() &&
|
|
gSky.mVOGroundp->mDrawable.notNull() &&
|
|
!LLPipeline::sWaterReflections)
|
|
{
|
|
gSky.mVOGroundp->mDrawable->setVisible(camera);
|
|
sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
|
|
}
|
|
|
|
|
|
if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) &&
|
|
gPipeline.canUseWindLightShaders() &&
|
|
gSky.mVOWLSkyp.notNull() &&
|
|
gSky.mVOWLSkyp->mDrawable.notNull())
|
|
{
|
|
gSky.mVOWLSkyp->mDrawable->setVisible(camera);
|
|
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
|
|
}
|
|
|
|
bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
|
|
|
|
if (render_water)
|
|
{
|
|
LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
|
|
}
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
if (sUseOcclusion > 1)
|
|
{
|
|
gGL.setColorMask(true, false);
|
|
}
|
|
|
|
if (to_texture)
|
|
{
|
|
if (LLPipeline::sRenderDeferred && can_use_occlusion)
|
|
{
|
|
mOcclusionDepth.flush();
|
|
}
|
|
else
|
|
{
|
|
mScreen.flush();
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
|
|
{
|
|
if (group->isEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
group->setVisible();
|
|
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
|
|
{
|
|
group->updateDistance(camera);
|
|
}
|
|
|
|
const F32 MINIMUM_PIXEL_AREA = 16.f;
|
|
|
|
if (group->mPixelArea < MINIMUM_PIXEL_AREA)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const LLVector4a* bounds = group->getBounds();
|
|
if (sMinRenderSize > 0.f &&
|
|
llmax(llmax(bounds[1][0], bounds[1][1]), bounds[1][2]) < sMinRenderSize)
|
|
{
|
|
return;
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
if (!group->getSpatialPartition()->mRenderByGroup)
|
|
{ //render by drawable
|
|
sCull->pushDrawableGroup(group);
|
|
}
|
|
else
|
|
{ //render by group
|
|
sCull->pushVisibleGroup(group);
|
|
}
|
|
|
|
mNumVisibleNodes++;
|
|
}
|
|
|
|
void LLPipeline::markOccluder(LLSpatialGroup* group)
|
|
{
|
|
if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
|
|
{
|
|
LLSpatialGroup* parent = group->getParent();
|
|
|
|
if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
|
|
{ //only mark top most occluders as active occlusion
|
|
sCull->pushOcclusionGroup(group);
|
|
group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
|
|
|
|
if (parent &&
|
|
!parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
|
|
parent->getElementCount() == 0 &&
|
|
parent->needsUpdate())
|
|
{
|
|
sCull->pushOcclusionGroup(group);
|
|
parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
|
|
{
|
|
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
|
|
|
|
LLGLSLShader* shader = NULL;
|
|
|
|
if (scratch_space)
|
|
{
|
|
GLint bits = 0;
|
|
bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0;
|
|
bits |= GL_DEPTH_BUFFER_BIT;
|
|
scratch_space->copyContents(source,
|
|
0, 0, source.getWidth(), source.getHeight(),
|
|
0, 0, scratch_space->getWidth(), scratch_space->getHeight(), bits, GL_NEAREST);
|
|
}
|
|
|
|
dest.bindTarget();
|
|
dest.clear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
LLStrider<LLVector3> vert;
|
|
mDeferredVB->getVertexStrider(vert);
|
|
LLStrider<LLVector2> tc0;
|
|
|
|
vert[0].set(-1,1,0);
|
|
vert[1].set(-1,-3,0);
|
|
vert[2].set(3,1,0);
|
|
|
|
if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
|
|
{
|
|
shader = &gDownsampleDepthRectProgram;
|
|
shader->bind();
|
|
shader->uniform2f(sDelta, 1.f, 1.f);
|
|
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
|
|
}
|
|
else
|
|
{
|
|
shader = &gDownsampleDepthProgram;
|
|
shader->bind();
|
|
shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
|
|
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
|
|
}
|
|
|
|
gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
|
|
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
}
|
|
|
|
dest.flush();
|
|
|
|
if (last_shader)
|
|
{
|
|
last_shader->bind();
|
|
}
|
|
else
|
|
{
|
|
shader->unbind();
|
|
}
|
|
}
|
|
|
|
void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
|
|
{
|
|
downsampleDepthBuffer(source, dest, scratch_space);
|
|
dest.bindTarget();
|
|
doOcclusion(camera);
|
|
dest.flush();
|
|
}
|
|
|
|
void LLPipeline::doOcclusion(LLCamera& camera)
|
|
{
|
|
if (LLPipeline::sUseOcclusion > 1 && !LLSpatialPartition::sTeleportRequested &&
|
|
(sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck))
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
|
|
{
|
|
gGL.setColorMask(true, false, false, false);
|
|
}
|
|
else
|
|
{
|
|
gGL.setColorMask(false, false);
|
|
}
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDisable test(GL_ALPHA_TEST);
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
|
|
LLGLDisable cull(GL_CULL_FACE);
|
|
|
|
|
|
bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0;
|
|
if (bind_shader)
|
|
{
|
|
if (LLPipeline::sShadowRender)
|
|
{
|
|
gDeferredShadowCubeProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
gOcclusionCubeProgram.bind();
|
|
}
|
|
}
|
|
|
|
if (mCubeVB.isNull())
|
|
{ //cube VB will be used for issuing occlusion queries
|
|
mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
|
|
}
|
|
mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
group->doOcclusion(&camera);
|
|
group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
|
|
}
|
|
|
|
//apply occlusion culling to object cache tree
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLVOCachePartition* vo_part = (*iter)->getVOCachePartition();
|
|
if(vo_part)
|
|
{
|
|
vo_part->processOccluders(&camera);
|
|
}
|
|
}
|
|
|
|
if (bind_shader)
|
|
{
|
|
if (LLPipeline::sShadowRender)
|
|
{
|
|
gDeferredShadowCubeProgram.unbind();
|
|
}
|
|
else
|
|
{
|
|
gOcclusionCubeProgram.unbind();
|
|
}
|
|
}
|
|
|
|
gGL.setColorMask(true, false);
|
|
}
|
|
}
|
|
|
|
bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep, bool priority)
|
|
{
|
|
bool update_complete = drawablep->updateGeometry(priority);
|
|
if (update_complete && assertInitialized())
|
|
{
|
|
drawablep->setState(LLDrawable::BUILT);
|
|
}
|
|
return update_complete;
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_SEED_VBO_POOLS("Seed VBO Pool");
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_UPDATE_GL("Update GL");
|
|
|
|
void LLPipeline::updateGL()
|
|
{
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_UPDATE_GL);
|
|
while (!LLGLUpdate::sGLQ.empty())
|
|
{
|
|
LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
|
|
glu->updateGL();
|
|
glu->mInQ = FALSE;
|
|
LLGLUpdate::sGLQ.pop_front();
|
|
}
|
|
}
|
|
|
|
{ //seed VBO Pools
|
|
LL_RECORD_BLOCK_TIME(FTM_SEED_VBO_POOLS);
|
|
LLVertexBuffer::seedPools();
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_REBUILD_PRIORITY_GROUPS("Rebuild Priority Groups");
|
|
|
|
void LLPipeline::clearRebuildGroups()
|
|
{
|
|
LLSpatialGroup::sg_vector_t hudGroups;
|
|
|
|
mGroupQ1Locked = true;
|
|
// Iterate through all drawables on the priority build queue,
|
|
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
|
|
iter != mGroupQ1.end(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
|
|
// If the group contains HUD objects, save the group
|
|
if (group->isHUDGroup())
|
|
{
|
|
hudGroups.push_back(group);
|
|
}
|
|
// Else, no HUD objects so clear the build state
|
|
else
|
|
{
|
|
group->clearState(LLSpatialGroup::IN_BUILD_Q1);
|
|
}
|
|
}
|
|
|
|
// Clear the group
|
|
mGroupQ1.clear();
|
|
|
|
// Copy the saved HUD groups back in
|
|
mGroupQ1.assign(hudGroups.begin(), hudGroups.end());
|
|
mGroupQ1Locked = false;
|
|
|
|
// Clear the HUD groups
|
|
hudGroups.clear();
|
|
|
|
mGroupQ2Locked = true;
|
|
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin();
|
|
iter != mGroupQ2.end(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
|
|
// If the group contains HUD objects, save the group
|
|
if (group->isHUDGroup())
|
|
{
|
|
hudGroups.push_back(group);
|
|
}
|
|
// Else, no HUD objects so clear the build state
|
|
else
|
|
{
|
|
group->clearState(LLSpatialGroup::IN_BUILD_Q2);
|
|
}
|
|
}
|
|
// Clear the group
|
|
mGroupQ2.clear();
|
|
|
|
// Copy the saved HUD groups back in
|
|
mGroupQ2.assign(hudGroups.begin(), hudGroups.end());
|
|
mGroupQ2Locked = false;
|
|
}
|
|
|
|
void LLPipeline::clearRebuildDrawables()
|
|
{
|
|
// Clear all drawables on the priority build queue,
|
|
for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
|
|
iter != mBuildQ1.end(); ++iter)
|
|
{
|
|
LLDrawable* drawablep = *iter;
|
|
if (drawablep && !drawablep->isDead())
|
|
{
|
|
drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
|
|
drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
|
|
}
|
|
}
|
|
mBuildQ1.clear();
|
|
|
|
// clear drawables on the non-priority build queue
|
|
for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
|
|
iter != mBuildQ2.end(); ++iter)
|
|
{
|
|
LLDrawable* drawablep = *iter;
|
|
if (!drawablep->isDead())
|
|
{
|
|
drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
|
|
}
|
|
}
|
|
mBuildQ2.clear();
|
|
|
|
//clear all moving bridges
|
|
for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin();
|
|
iter != mMovedBridge.end(); ++iter)
|
|
{
|
|
LLDrawable *drawablep = *iter;
|
|
drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD);
|
|
}
|
|
mMovedBridge.clear();
|
|
|
|
//clear all moving drawables
|
|
for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin();
|
|
iter != mMovedList.end(); ++iter)
|
|
{
|
|
LLDrawable *drawablep = *iter;
|
|
drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD);
|
|
}
|
|
mMovedList.clear();
|
|
}
|
|
|
|
void LLPipeline::rebuildPriorityGroups()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REBUILD_PRIORITY_GROUPS);
|
|
LLTimer update_timer;
|
|
assertInitialized();
|
|
|
|
gMeshRepo.notifyLoadedMeshes();
|
|
|
|
mGroupQ1Locked = true;
|
|
// Iterate through all drawables on the priority build queue,
|
|
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
|
|
iter != mGroupQ1.end(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
group->rebuildGeom();
|
|
group->clearState(LLSpatialGroup::IN_BUILD_Q1);
|
|
}
|
|
|
|
mGroupSaveQ1 = mGroupQ1;
|
|
mGroupQ1.clear();
|
|
mGroupQ1Locked = false;
|
|
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_REBUILD_GROUPS("Rebuild Groups");
|
|
|
|
void LLPipeline::rebuildGroups()
|
|
{
|
|
if (mGroupQ2.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_REBUILD_GROUPS);
|
|
mGroupQ2Locked = true;
|
|
// Iterate through some drawables on the non-priority build queue
|
|
S32 size = (S32) mGroupQ2.size();
|
|
S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
|
|
|
|
S32 count = 0;
|
|
|
|
std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
|
|
|
|
LLSpatialGroup::sg_vector_t::iterator iter;
|
|
LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin();
|
|
|
|
for (iter = mGroupQ2.begin();
|
|
iter != mGroupQ2.end() && count <= min_count; ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
last_iter = iter;
|
|
|
|
if (!group->isDead())
|
|
{
|
|
group->rebuildGeom();
|
|
|
|
if (group->getSpatialPartition()->mRenderByGroup)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
|
|
group->clearState(LLSpatialGroup::IN_BUILD_Q2);
|
|
}
|
|
|
|
mGroupQ2.erase(mGroupQ2.begin(), ++last_iter);
|
|
|
|
mGroupQ2Locked = false;
|
|
|
|
updateMovedList(mMovedBridge);
|
|
}
|
|
|
|
void LLPipeline::updateGeom(F32 max_dtime)
|
|
{
|
|
LLTimer update_timer;
|
|
LLPointer<LLDrawable> drawablep;
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE);
|
|
|
|
assertInitialized();
|
|
|
|
// notify various object types to reset internal cost metrics, etc.
|
|
// for now, only LLVOVolume does this to throttle LOD changes
|
|
LLVOVolume::preUpdateGeom();
|
|
|
|
// Iterate through all drawables on the priority build queue,
|
|
for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
|
|
iter != mBuildQ1.end();)
|
|
{
|
|
LLDrawable::drawable_list_t::iterator curiter = iter++;
|
|
LLDrawable* drawablep = *curiter;
|
|
if (drawablep && !drawablep->isDead())
|
|
{
|
|
if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
|
|
{
|
|
drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
|
|
LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
|
|
if (find != mBuildQ2.end())
|
|
{
|
|
mBuildQ2.erase(find);
|
|
}
|
|
}
|
|
|
|
if (drawablep->isUnload())
|
|
{
|
|
drawablep->unload();
|
|
drawablep->clearState(LLDrawable::FOR_UNLOAD);
|
|
}
|
|
|
|
if (updateDrawableGeom(drawablep, TRUE))
|
|
{
|
|
drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
|
|
mBuildQ1.erase(curiter);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mBuildQ1.erase(curiter);
|
|
}
|
|
}
|
|
|
|
// Iterate through some drawables on the non-priority build queue
|
|
S32 min_count = 16;
|
|
S32 size = (S32) mBuildQ2.size();
|
|
if (size > 1024)
|
|
{
|
|
min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
|
|
}
|
|
|
|
S32 count = 0;
|
|
|
|
max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, F32SecondsImplicit(max_dtime));
|
|
LLSpatialGroup* last_group = NULL;
|
|
LLSpatialBridge* last_bridge = NULL;
|
|
|
|
for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
|
|
iter != mBuildQ2.end(); )
|
|
{
|
|
LLDrawable::drawable_list_t::iterator curiter = iter++;
|
|
LLDrawable* drawablep = *curiter;
|
|
|
|
LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
|
|
drawablep->getParent()->getSpatialBridge();
|
|
|
|
if (drawablep->getSpatialGroup() != last_group &&
|
|
(!last_bridge || bridge != last_bridge) &&
|
|
(update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
|
|
{
|
|
break;
|
|
}
|
|
|
|
//make sure updates don't stop in the middle of a spatial group
|
|
//to avoid thrashing (objects are enqueued by group)
|
|
last_group = drawablep->getSpatialGroup();
|
|
last_bridge = bridge;
|
|
|
|
bool update_complete = true;
|
|
if (!drawablep->isDead())
|
|
{
|
|
update_complete = updateDrawableGeom(drawablep, FALSE);
|
|
count++;
|
|
}
|
|
if (update_complete)
|
|
{
|
|
drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
|
|
mBuildQ2.erase(curiter);
|
|
}
|
|
}
|
|
|
|
updateMovedList(mMovedBridge);
|
|
}
|
|
|
|
void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
|
|
{
|
|
if(drawablep && !drawablep->isDead())
|
|
{
|
|
if (drawablep->isSpatialBridge())
|
|
{
|
|
const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
|
|
llassert(root); // trying to catch a bad assumption
|
|
|
|
if (root && // // this test may not be needed, see above
|
|
root->getVObj()->isAttachment())
|
|
{
|
|
LLDrawable* rootparent = root->getParent();
|
|
if (rootparent) // this IS sometimes NULL
|
|
{
|
|
LLViewerObject *vobj = rootparent->getVObj();
|
|
llassert(vobj); // trying to catch a bad assumption
|
|
if (vobj) // this test may not be needed, see above
|
|
{
|
|
LLVOAvatar* av = vobj->asAvatar();
|
|
if (av && (av->isImpostor()
|
|
|| av->isInMuteList()
|
|
|| (LLVOAvatar::AV_DO_NOT_RENDER == av->getVisualMuteSettings() && !av->needsImpostorUpdate()) ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
sCull->pushBridge((LLSpatialBridge*) drawablep);
|
|
}
|
|
else
|
|
{
|
|
|
|
sCull->pushDrawable(drawablep);
|
|
}
|
|
|
|
drawablep->setVisible(camera);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::markMoved(LLDrawable *drawablep, bool damped_motion)
|
|
{
|
|
if (!drawablep)
|
|
{
|
|
//LL_ERRS() << "Sending null drawable to moved list!" << LL_ENDL;
|
|
return;
|
|
}
|
|
|
|
if (drawablep->isDead())
|
|
{
|
|
LL_WARNS() << "Marking NULL or dead drawable moved!" << LL_ENDL;
|
|
return;
|
|
}
|
|
|
|
if (drawablep->getParent())
|
|
{
|
|
//ensure that parent drawables are moved first
|
|
markMoved(drawablep->getParent(), damped_motion);
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
|
|
{
|
|
if (drawablep->isSpatialBridge())
|
|
{
|
|
mMovedBridge.push_back(drawablep);
|
|
}
|
|
else
|
|
{
|
|
mMovedList.push_back(drawablep);
|
|
}
|
|
drawablep->setState(LLDrawable::ON_MOVE_LIST);
|
|
}
|
|
if (! damped_motion)
|
|
{
|
|
drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED
|
|
}
|
|
else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED))
|
|
{
|
|
drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::markShift(LLDrawable *drawablep)
|
|
{
|
|
if (!drawablep || drawablep->isDead())
|
|
{
|
|
return;
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST))
|
|
{
|
|
drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE);
|
|
if (drawablep->getParent())
|
|
{
|
|
markShift(drawablep->getParent());
|
|
}
|
|
mShiftList.push_back(drawablep);
|
|
drawablep->setState(LLDrawable::ON_SHIFT_LIST);
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_SHIFT_DRAWABLE("Shift Drawable");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHIFT_OCTREE("Shift Octree");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHIFT_HUD("Shift HUD");
|
|
|
|
void LLPipeline::shiftObjects(const LLVector3 &offset)
|
|
{
|
|
assertInitialized();
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
gDepthDirty = true;
|
|
|
|
LLVector4a offseta;
|
|
offseta.load3(offset.mV);
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHIFT_DRAWABLE);
|
|
|
|
for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
|
|
iter != mShiftList.end(); iter++)
|
|
{
|
|
LLDrawable *drawablep = *iter;
|
|
if (drawablep->isDead())
|
|
{
|
|
continue;
|
|
}
|
|
drawablep->shiftPos(offseta);
|
|
drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
|
|
}
|
|
mShiftList.resize(0);
|
|
}
|
|
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHIFT_OCTREE);
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
part->shift(offseta);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHIFT_HUD);
|
|
LLHUDText::shiftAll(offset);
|
|
LLHUDNameTag::shiftAll(offset);
|
|
}
|
|
display_update_camera();
|
|
}
|
|
|
|
void LLPipeline::markTextured(LLDrawable *drawablep)
|
|
{
|
|
if (drawablep && !drawablep->isDead() && assertInitialized())
|
|
{
|
|
mRetexturedList.insert(drawablep);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::markGLRebuild(LLGLUpdate* glu)
|
|
{
|
|
if (glu && !glu->mInQ)
|
|
{
|
|
LLGLUpdate::sGLQ.push_back(glu);
|
|
glu->mInQ = TRUE;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::markPartitionMove(LLDrawable* drawable)
|
|
{
|
|
if (!drawable->isState(LLDrawable::PARTITION_MOVE) &&
|
|
!drawable->getPositionGroup().equals3(LLVector4a::getZero()))
|
|
{
|
|
drawable->setState(LLDrawable::PARTITION_MOVE);
|
|
mPartitionQ.push_back(drawable);
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_PROCESS_PARTITIONQ("PartitionQ");
|
|
void LLPipeline::processPartitionQ()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_PROCESS_PARTITIONQ);
|
|
for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter)
|
|
{
|
|
LLDrawable* drawable = *iter;
|
|
if (!drawable->isDead())
|
|
{
|
|
drawable->updateBinRadius();
|
|
drawable->movePartition();
|
|
}
|
|
drawable->clearState(LLDrawable::PARTITION_MOVE);
|
|
}
|
|
|
|
mPartitionQ.clear();
|
|
}
|
|
|
|
void LLPipeline::markMeshDirty(LLSpatialGroup* group)
|
|
{
|
|
mMeshDirtyGroup.push_back(group);
|
|
}
|
|
|
|
void LLPipeline::markRebuild(LLSpatialGroup* group, bool priority)
|
|
{
|
|
if (group && !group->isDead() && group->getSpatialPartition())
|
|
{
|
|
if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD)
|
|
{
|
|
priority = true;
|
|
}
|
|
|
|
if (priority)
|
|
{
|
|
if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1))
|
|
{
|
|
llassert_always(!mGroupQ1Locked);
|
|
|
|
mGroupQ1.push_back(group);
|
|
group->setState(LLSpatialGroup::IN_BUILD_Q1);
|
|
|
|
if (group->hasState(LLSpatialGroup::IN_BUILD_Q2))
|
|
{
|
|
LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
|
|
if (iter != mGroupQ2.end())
|
|
{
|
|
mGroupQ2.erase(iter);
|
|
}
|
|
group->clearState(LLSpatialGroup::IN_BUILD_Q2);
|
|
}
|
|
}
|
|
}
|
|
else if (!group->hasState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
|
|
{
|
|
llassert_always(!mGroupQ2Locked);
|
|
mGroupQ2.push_back(group);
|
|
group->setState(LLSpatialGroup::IN_BUILD_Q2);
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, bool priority)
|
|
{
|
|
if (drawablep && !drawablep->isDead() && assertInitialized())
|
|
{
|
|
if (debugLoggingEnabled("AnimatedObjectsLinkset"))
|
|
{
|
|
LLVOVolume *vol_obj = drawablep->getVOVolume();
|
|
if (vol_obj && vol_obj->isAnimatedObject() && vol_obj->isRiggedMesh())
|
|
{
|
|
std::string vobj_name = llformat("Vol%p", vol_obj);
|
|
F32 est_tris = vol_obj->getEstTrianglesMax();
|
|
LL_DEBUGS("AnimatedObjectsLinkset") << vobj_name << " markRebuild, tris " << est_tris
|
|
<< " priority " << (S32) priority << " flag " << std::hex << flag << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
if (!drawablep->isState(LLDrawable::BUILT))
|
|
{
|
|
priority = true;
|
|
}
|
|
if (priority)
|
|
{
|
|
if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
|
|
{
|
|
mBuildQ1.push_back(drawablep);
|
|
drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
|
|
}
|
|
}
|
|
else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
|
|
{
|
|
mBuildQ2.push_back(drawablep);
|
|
drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
|
|
}
|
|
if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
|
|
{
|
|
drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
|
|
}
|
|
drawablep->setState(flag);
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_RESET_DRAWORDER("Reset Draw Order");
|
|
|
|
void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
|
|
{
|
|
if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
|
|
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
|
LLPipeline::RENDER_TYPE_GROUND,
|
|
LLPipeline::RENDER_TYPE_TERRAIN,
|
|
LLPipeline::RENDER_TYPE_TREE,
|
|
LLPipeline::RENDER_TYPE_SKY,
|
|
LLPipeline::RENDER_TYPE_VOIDWATER,
|
|
LLPipeline::RENDER_TYPE_WATER,
|
|
LLPipeline::END_RENDER_TYPES))
|
|
{
|
|
//clear faces from face pools
|
|
LL_RECORD_BLOCK_TIME(FTM_RESET_DRAWORDER);
|
|
gPipeline.resetDrawOrders();
|
|
}
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_STATESORT);
|
|
|
|
//LLVertexBuffer::unbind();
|
|
|
|
grabReferences(result);
|
|
for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
group->checkOcclusion();
|
|
if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
|
|
{
|
|
markOccluder(group);
|
|
}
|
|
else
|
|
{
|
|
group->setVisible();
|
|
for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
|
|
{
|
|
LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable();
|
|
markVisible(drawablep, camera);
|
|
}
|
|
|
|
if (!sDelayVBUpdate)
|
|
{ //rebuild mesh as soon as we know it's visible
|
|
group->rebuildMesh();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
|
|
{
|
|
LLSpatialGroup* last_group = NULL;
|
|
BOOL fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged();
|
|
for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
|
|
{
|
|
LLCullResult::bridge_iterator cur_iter = i;
|
|
LLSpatialBridge* bridge = *cur_iter;
|
|
LLSpatialGroup* group = bridge->getSpatialGroup();
|
|
|
|
if (last_group == NULL)
|
|
{
|
|
last_group = group;
|
|
}
|
|
|
|
if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
|
|
{
|
|
stateSort(bridge, camera, fov_changed);
|
|
}
|
|
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
|
|
last_group != group && last_group->changeLOD())
|
|
{
|
|
last_group->mLastUpdateDistance = last_group->mDistance;
|
|
}
|
|
|
|
last_group = group;
|
|
}
|
|
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
|
|
last_group && last_group->changeLOD())
|
|
{
|
|
last_group->mLastUpdateDistance = last_group->mDistance;
|
|
}
|
|
}
|
|
|
|
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
group->checkOcclusion();
|
|
if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
|
|
{
|
|
markOccluder(group);
|
|
}
|
|
else
|
|
{
|
|
group->setVisible();
|
|
stateSort(group, camera);
|
|
|
|
if (!sDelayVBUpdate)
|
|
{ //rebuild mesh as soon as we know it's visible
|
|
group->rebuildMesh();
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE);
|
|
for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList();
|
|
iter != sCull->endVisibleList(); ++iter)
|
|
{
|
|
LLDrawable *drawablep = *iter;
|
|
if (!drawablep->isDead())
|
|
{
|
|
stateSort(drawablep, camera);
|
|
}
|
|
}
|
|
}
|
|
|
|
postSort(camera);
|
|
}
|
|
|
|
void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
|
|
{
|
|
if (group->changeLOD())
|
|
{
|
|
for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
|
|
{
|
|
LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable();
|
|
stateSort(drawablep, camera);
|
|
}
|
|
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
|
|
{ //avoid redundant stateSort calls
|
|
group->mLastUpdateDistance = group->mDistance;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed)
|
|
{
|
|
if (bridge->getSpatialGroup()->changeLOD() || fov_changed)
|
|
{
|
|
bool force_update = false;
|
|
bridge->updateDistance(camera, force_update);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
|
|
{
|
|
if (!drawablep
|
|
|| drawablep->isDead()
|
|
|| !hasRenderType(drawablep->getRenderType()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// SL-11353
|
|
// ignore our own geo when rendering spotlight shadowmaps...
|
|
//
|
|
if (RenderSpotLight && drawablep == RenderSpotLight)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (LLSelectMgr::getInstance()->mHideSelectedObjects)
|
|
{
|
|
if (drawablep->getVObj().notNull() &&
|
|
drawablep->getVObj()->isSelected())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (drawablep->isAvatar())
|
|
{ //don't draw avatars beyond render distance or if we don't have a spatial group.
|
|
if ((drawablep->getSpatialGroup() == NULL) ||
|
|
(drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
|
|
{
|
|
return;
|
|
}
|
|
|
|
LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
|
|
if (!avatarp->isVisible())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
assertInitialized();
|
|
|
|
if (hasRenderType(drawablep->mRenderType))
|
|
{
|
|
if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
|
|
{
|
|
drawablep->setVisible(camera, NULL, FALSE);
|
|
}
|
|
}
|
|
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
|
|
{
|
|
//if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here
|
|
{
|
|
if (!drawablep->isActive())
|
|
{
|
|
bool force_update = false;
|
|
drawablep->updateDistance(camera, force_update);
|
|
}
|
|
else if (drawablep->isAvatar())
|
|
{
|
|
bool force_update = false;
|
|
drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility()
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!drawablep->getVOVolume())
|
|
{
|
|
for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin();
|
|
iter != drawablep->mFaces.end(); iter++)
|
|
{
|
|
LLFace* facep = *iter;
|
|
|
|
if (facep->hasGeometry())
|
|
{
|
|
if (facep->getPool())
|
|
{
|
|
facep->getPool()->enqueue(facep);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
mNumVisibleFaces += drawablep->getNumFaces();
|
|
}
|
|
|
|
|
|
void forAllDrawables(LLCullResult::sg_iterator begin,
|
|
LLCullResult::sg_iterator end,
|
|
void (*func)(LLDrawable*))
|
|
{
|
|
for (LLCullResult::sg_iterator i = begin; i != end; ++i)
|
|
{
|
|
for (LLSpatialGroup::element_iter j = (*i)->getDataBegin(); j != (*i)->getDataEnd(); ++j)
|
|
{
|
|
if((*j)->hasDrawable())
|
|
{
|
|
func((LLDrawable*)(*j)->getDrawable());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
|
|
{
|
|
forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func);
|
|
forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func);
|
|
}
|
|
|
|
//function for creating scripted beacons
|
|
void renderScriptedBeacons(LLDrawable* drawablep)
|
|
{
|
|
LLViewerObject *vobj = drawablep->getVObj();
|
|
if (vobj
|
|
&& !vobj->isAvatar()
|
|
&& !vobj->getParent()
|
|
&& vobj->flagScripted())
|
|
{
|
|
if (gPipeline.sRenderBeacons)
|
|
{
|
|
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
|
|
}
|
|
|
|
if (gPipeline.sRenderHighlight)
|
|
{
|
|
S32 face_id;
|
|
S32 count = drawablep->getNumFaces();
|
|
for (face_id = 0; face_id < count; face_id++)
|
|
{
|
|
LLFace * facep = drawablep->getFace(face_id);
|
|
if (facep)
|
|
{
|
|
gPipeline.mHighlightFaces.push_back(facep);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderScriptedTouchBeacons(LLDrawable* drawablep)
|
|
{
|
|
LLViewerObject *vobj = drawablep->getVObj();
|
|
if (vobj
|
|
&& !vobj->isAvatar()
|
|
&& !vobj->getParent()
|
|
&& vobj->flagScripted()
|
|
&& vobj->flagHandleTouch())
|
|
{
|
|
if (gPipeline.sRenderBeacons)
|
|
{
|
|
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
|
|
}
|
|
|
|
if (gPipeline.sRenderHighlight)
|
|
{
|
|
S32 face_id;
|
|
S32 count = drawablep->getNumFaces();
|
|
for (face_id = 0; face_id < count; face_id++)
|
|
{
|
|
LLFace * facep = drawablep->getFace(face_id);
|
|
if (facep)
|
|
{
|
|
gPipeline.mHighlightFaces.push_back(facep);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderPhysicalBeacons(LLDrawable* drawablep)
|
|
{
|
|
LLViewerObject *vobj = drawablep->getVObj();
|
|
if (vobj
|
|
&& !vobj->isAvatar()
|
|
//&& !vobj->getParent()
|
|
&& vobj->flagUsePhysics())
|
|
{
|
|
if (gPipeline.sRenderBeacons)
|
|
{
|
|
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
|
|
}
|
|
|
|
if (gPipeline.sRenderHighlight)
|
|
{
|
|
S32 face_id;
|
|
S32 count = drawablep->getNumFaces();
|
|
for (face_id = 0; face_id < count; face_id++)
|
|
{
|
|
LLFace * facep = drawablep->getFace(face_id);
|
|
if (facep)
|
|
{
|
|
gPipeline.mHighlightFaces.push_back(facep);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderMOAPBeacons(LLDrawable* drawablep)
|
|
{
|
|
LLViewerObject *vobj = drawablep->getVObj();
|
|
|
|
if(!vobj || vobj->isAvatar())
|
|
return;
|
|
|
|
bool beacon=false;
|
|
U8 tecount=vobj->getNumTEs();
|
|
for(int x=0;x<tecount;x++)
|
|
{
|
|
if(vobj->getTE(x)->hasMedia())
|
|
{
|
|
beacon=true;
|
|
break;
|
|
}
|
|
}
|
|
if(beacon)
|
|
{
|
|
if (gPipeline.sRenderBeacons)
|
|
{
|
|
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
|
|
}
|
|
|
|
if (gPipeline.sRenderHighlight)
|
|
{
|
|
S32 face_id;
|
|
S32 count = drawablep->getNumFaces();
|
|
for (face_id = 0; face_id < count; face_id++)
|
|
{
|
|
LLFace * facep = drawablep->getFace(face_id);
|
|
if (facep)
|
|
{
|
|
gPipeline.mHighlightFaces.push_back(facep);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderParticleBeacons(LLDrawable* drawablep)
|
|
{
|
|
// Look for attachments, objects, etc.
|
|
LLViewerObject *vobj = drawablep->getVObj();
|
|
if (vobj
|
|
&& vobj->isParticleSource())
|
|
{
|
|
if (gPipeline.sRenderBeacons)
|
|
{
|
|
LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
|
|
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
|
|
}
|
|
|
|
if (gPipeline.sRenderHighlight)
|
|
{
|
|
S32 face_id;
|
|
S32 count = drawablep->getNumFaces();
|
|
for (face_id = 0; face_id < count; face_id++)
|
|
{
|
|
LLFace * facep = drawablep->getFace(face_id);
|
|
if (facep)
|
|
{
|
|
gPipeline.mHighlightFaces.push_back(facep);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void renderSoundHighlights(LLDrawable* drawablep)
|
|
{
|
|
// Look for attachments, objects, etc.
|
|
LLViewerObject *vobj = drawablep->getVObj();
|
|
if (vobj && vobj->isAudioSource())
|
|
{
|
|
if (gPipeline.sRenderHighlight)
|
|
{
|
|
S32 face_id;
|
|
S32 count = drawablep->getNumFaces();
|
|
for (face_id = 0; face_id < count; face_id++)
|
|
{
|
|
LLFace * facep = drawablep->getFace(face_id);
|
|
if (facep)
|
|
{
|
|
gPipeline.mHighlightFaces.push_back(facep);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::postSort(LLCamera& camera)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_STATESORT_POSTSORT);
|
|
|
|
assertInitialized();
|
|
|
|
LL_PUSH_CALLSTACKS();
|
|
//rebuild drawable geometry
|
|
for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
|
|
{
|
|
LLSpatialGroup* group = *i;
|
|
if (!sUseOcclusion ||
|
|
!group->isOcclusionState(LLSpatialGroup::OCCLUDED))
|
|
{
|
|
group->rebuildGeom();
|
|
}
|
|
}
|
|
LL_PUSH_CALLSTACKS();
|
|
//rebuild groups
|
|
sCull->assertDrawMapsEmpty();
|
|
|
|
rebuildPriorityGroups();
|
|
LL_PUSH_CALLSTACKS();
|
|
|
|
|
|
//build render map
|
|
for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
|
|
{
|
|
LLSpatialGroup* group = *i;
|
|
if ((sUseOcclusion &&
|
|
group->isOcclusionState(LLSpatialGroup::OCCLUDED)) ||
|
|
(RenderAutoHideSurfaceAreaLimit > 0.f &&
|
|
group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit*llmax(group->mObjectBoxSize, 10.f)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (group->hasState(LLSpatialGroup::NEW_DRAWINFO) && group->hasState(LLSpatialGroup::GEOM_DIRTY))
|
|
{ //no way this group is going to be drawable without a rebuild
|
|
group->rebuildGeom();
|
|
}
|
|
|
|
for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
|
|
{
|
|
LLSpatialGroup::drawmap_elem_t& src_vec = j->second;
|
|
if (!hasRenderType(j->first))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
|
|
{
|
|
if (sMinRenderSize > 0.f)
|
|
{
|
|
LLVector4a bounds;
|
|
bounds.setSub((*k)->mExtents[1],(*k)->mExtents[0]);
|
|
|
|
if (llmax(llmax(bounds[0], bounds[1]), bounds[2]) > sMinRenderSize)
|
|
{
|
|
sCull->pushDrawInfo(j->first, *k);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sCull->pushDrawInfo(j->first, *k);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
|
|
{
|
|
LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
|
|
|
|
if (alpha != group->mDrawMap.end())
|
|
{ //store alpha groups for sorting
|
|
LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
|
|
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
|
|
{
|
|
if (bridge)
|
|
{
|
|
LLCamera trans_camera = bridge->transformCamera(camera);
|
|
group->updateDistance(trans_camera);
|
|
}
|
|
else
|
|
{
|
|
group->updateDistance(camera);
|
|
}
|
|
}
|
|
|
|
if (hasRenderType(LLDrawPool::POOL_ALPHA))
|
|
{
|
|
sCull->pushAlphaGroup(group);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//flush particle VB
|
|
if (LLVOPartGroup::sVB)
|
|
{
|
|
LLVOPartGroup::sVB->flush();
|
|
}
|
|
else
|
|
{
|
|
LL_WARNS_ONCE() << "Missing particle buffer" << LL_ENDL;
|
|
}
|
|
|
|
/*bool use_transform_feedback = gTransformPositionProgram.mProgramObject && !mMeshDirtyGroup.empty();
|
|
|
|
if (use_transform_feedback)
|
|
{ //place a query around potential transform feedback code for synchronization
|
|
mTransformFeedbackPrimitives = 0;
|
|
|
|
if (!mMeshDirtyQueryObject)
|
|
{
|
|
glGenQueriesARB(1, &mMeshDirtyQueryObject);
|
|
}
|
|
|
|
|
|
glBeginQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject);
|
|
}*/
|
|
|
|
//pack vertex buffers for groups that chose to delay their updates
|
|
for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter)
|
|
{
|
|
(*iter)->rebuildMesh();
|
|
}
|
|
|
|
/*if (use_transform_feedback)
|
|
{
|
|
glEndQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
|
|
}*/
|
|
|
|
mMeshDirtyGroup.clear();
|
|
|
|
if (!sShadowRender)
|
|
{
|
|
std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
|
|
}
|
|
|
|
LL_PUSH_CALLSTACKS();
|
|
// only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
|
|
if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
|
|
{
|
|
if (sRenderScriptedTouchBeacons)
|
|
{
|
|
// Only show the beacon on the root object.
|
|
forAllVisibleDrawables(renderScriptedTouchBeacons);
|
|
}
|
|
else
|
|
if (sRenderScriptedBeacons)
|
|
{
|
|
// Only show the beacon on the root object.
|
|
forAllVisibleDrawables(renderScriptedBeacons);
|
|
}
|
|
|
|
if (sRenderPhysicalBeacons)
|
|
{
|
|
// Only show the beacon on the root object.
|
|
forAllVisibleDrawables(renderPhysicalBeacons);
|
|
}
|
|
|
|
if(sRenderMOAPBeacons)
|
|
{
|
|
forAllVisibleDrawables(renderMOAPBeacons);
|
|
}
|
|
|
|
if (sRenderParticleBeacons)
|
|
{
|
|
forAllVisibleDrawables(renderParticleBeacons);
|
|
}
|
|
|
|
// If god mode, also show audio cues
|
|
if (sRenderSoundBeacons && gAudiop)
|
|
{
|
|
// Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because some are not visible.
|
|
LLAudioEngine::source_map::iterator iter;
|
|
for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
|
|
{
|
|
LLAudioSource *sourcep = iter->second;
|
|
|
|
LLVector3d pos_global = sourcep->getPositionGlobal();
|
|
LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global);
|
|
if (gPipeline.sRenderBeacons)
|
|
{
|
|
//pos += LLVector3(0.f, 0.f, 0.2f);
|
|
gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth);
|
|
}
|
|
}
|
|
// now deal with highlights for all those seeable sound sources
|
|
forAllVisibleDrawables(renderSoundHighlights);
|
|
}
|
|
}
|
|
LL_PUSH_CALLSTACKS();
|
|
// If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
|
|
if (LLFloaterTelehub::renderBeacons())
|
|
{
|
|
LLFloaterTelehub::addBeacons();
|
|
}
|
|
|
|
if (!sShadowRender)
|
|
{
|
|
mSelectedFaces.clear();
|
|
|
|
LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
|
|
|
|
// Draw face highlights for selected faces.
|
|
if (LLSelectMgr::getInstance()->getTEMode())
|
|
{
|
|
struct f : public LLSelectedTEFunctor
|
|
{
|
|
virtual bool apply(LLViewerObject* object, S32 te)
|
|
{
|
|
if (object->mDrawable)
|
|
{
|
|
LLFace * facep = object->mDrawable->getFace(te);
|
|
if (facep)
|
|
{
|
|
gPipeline.mSelectedFaces.push_back(facep);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
} func;
|
|
LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
|
|
}
|
|
}
|
|
|
|
//LLSpatialGroup::sNoDelete = FALSE;
|
|
LL_PUSH_CALLSTACKS();
|
|
}
|
|
|
|
|
|
void render_hud_elements()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
|
|
gPipeline.disableLights();
|
|
|
|
LLGLDisable fog(GL_FOG);
|
|
LLGLSUIDefault gls_ui;
|
|
|
|
LLGLEnable stencil(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
|
|
glStencilMask(0xFFFFFFFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
|
|
gGL.color4f(1,1,1,1);
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
|
|
if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
|
|
{
|
|
LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
|
|
gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
|
|
|
|
// Draw the tracking overlays
|
|
LLTracker::render3D();
|
|
|
|
// Show the property lines
|
|
LLWorld::getInstance()->renderPropertyLines();
|
|
LLViewerParcelMgr::getInstance()->render();
|
|
LLViewerParcelMgr::getInstance()->renderParcelCollision();
|
|
|
|
// Render name tags.
|
|
LLHUDObject::renderAll();
|
|
}
|
|
else if (gForceRenderLandFence)
|
|
{
|
|
// This is only set when not rendering the UI, for parcel snapshots
|
|
LLViewerParcelMgr::getInstance()->render();
|
|
}
|
|
else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{
|
|
LLHUDText::renderAllHUD();
|
|
}
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.unbind();
|
|
}
|
|
gGL.flush();
|
|
}
|
|
|
|
void LLPipeline::renderHighlights()
|
|
{
|
|
assertInitialized();
|
|
|
|
// Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
|
|
// Render highlighted faces.
|
|
LLGLSPipelineAlpha gls_pipeline_alpha;
|
|
LLColor4 color(1.f, 1.f, 1.f, 0.5f);
|
|
LLGLEnable color_mat(GL_COLOR_MATERIAL);
|
|
disableLights();
|
|
|
|
if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
|
|
{ //draw blurry highlight image over screen
|
|
LLGLEnable blend(GL_BLEND);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
|
LLGLDisable test(GL_ALPHA_TEST);
|
|
|
|
LLGLEnable stencil(GL_STENCIL_TEST);
|
|
gGL.flush();
|
|
glStencilMask(0xFFFFFFFF);
|
|
glClearStencil(1);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
|
|
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
|
|
|
|
gGL.setColorMask(false, false);
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gHighlightProgram.bind();
|
|
}
|
|
|
|
for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
|
|
{
|
|
renderHighlight(iter->mItem->getVObj(), 1.f);
|
|
}
|
|
gGL.setColorMask(true, false);
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
|
|
|
|
//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
|
|
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
gGL.getTexUnit(0)->bind(&mHighlight);
|
|
|
|
LLVector2 tc1;
|
|
LLVector2 tc2;
|
|
|
|
tc1.setVec(0,0);
|
|
tc2.setVec(2,2);
|
|
|
|
gGL.begin(LLRender::TRIANGLES);
|
|
|
|
F32 scale = RenderHighlightBrightness;
|
|
LLColor4 color = RenderHighlightColor;
|
|
F32 thickness = RenderHighlightThickness;
|
|
|
|
for (S32 pass = 0; pass < 2; ++pass)
|
|
{
|
|
if (pass == 0)
|
|
{
|
|
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
}
|
|
|
|
for (S32 i = 0; i < 8; ++i)
|
|
{
|
|
for (S32 j = 0; j < 8; ++j)
|
|
{
|
|
LLVector2 tc(i-4+0.5f, j-4+0.5f);
|
|
|
|
F32 dist = 1.f-(tc.length()/sqrtf(32.f));
|
|
dist *= scale/64.f;
|
|
|
|
tc *= thickness;
|
|
tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
|
|
tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
|
|
|
|
gGL.color4f(color.mV[0],
|
|
color.mV[1],
|
|
color.mV[2],
|
|
color.mV[3]*dist);
|
|
|
|
gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
|
|
gGL.vertex2f(-1,3);
|
|
|
|
gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
|
|
gGL.vertex2f(-1,-1);
|
|
|
|
gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
|
|
gGL.vertex2f(3,-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
gGL.end();
|
|
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
//gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
}
|
|
|
|
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
|
|
{
|
|
gHighlightProgram.bind();
|
|
gGL.diffuseColor4f(1,1,1,0.5f);
|
|
}
|
|
|
|
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep)
|
|
{
|
|
mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
|
|
}
|
|
|
|
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP))
|
|
{
|
|
// Make sure the selection image gets downloaded and decoded
|
|
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
|
|
|
|
U32 count = mSelectedFaces.size();
|
|
for (U32 i = 0; i < count; i++)
|
|
{
|
|
LLFace *facep = mSelectedFaces[i];
|
|
if (!facep || facep->getDrawable()->isDead())
|
|
{
|
|
LL_ERRS() << "Bad face on selection" << LL_ENDL;
|
|
return;
|
|
}
|
|
|
|
facep->renderSelected(mFaceSelectImagep, color);
|
|
}
|
|
}
|
|
|
|
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
|
|
{
|
|
// Paint 'em red!
|
|
color.setVec(1.f, 0.f, 0.f, 0.5f);
|
|
|
|
int count = mHighlightFaces.size();
|
|
for (S32 i = 0; i < count; i++)
|
|
{
|
|
LLFace* facep = mHighlightFaces[i];
|
|
facep->renderSelected(LLViewerTexture::sNullImagep, color);
|
|
}
|
|
}
|
|
|
|
// Contains a list of the faces of objects that are physical or
|
|
// have touch-handlers.
|
|
mHighlightFaces.clear();
|
|
|
|
if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
|
|
{
|
|
gHighlightProgram.unbind();
|
|
}
|
|
|
|
|
|
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
|
|
{
|
|
color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
|
|
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
|
|
{
|
|
gHighlightNormalProgram.bind();
|
|
gGL.diffuseColor4f(1,1,1,0.5f);
|
|
}
|
|
|
|
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
|
|
|
|
U32 count = mSelectedFaces.size();
|
|
for (U32 i = 0; i < count; i++)
|
|
{
|
|
LLFace *facep = mSelectedFaces[i];
|
|
if (!facep || facep->getDrawable()->isDead())
|
|
{
|
|
LL_ERRS() << "Bad face on selection" << LL_ENDL;
|
|
return;
|
|
}
|
|
|
|
facep->renderSelected(mFaceSelectImagep, color);
|
|
}
|
|
|
|
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
|
|
{
|
|
gHighlightNormalProgram.unbind();
|
|
}
|
|
}
|
|
|
|
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
|
|
{
|
|
color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
|
|
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
|
|
{
|
|
gHighlightSpecularProgram.bind();
|
|
gGL.diffuseColor4f(1,1,1,0.5f);
|
|
}
|
|
|
|
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
|
|
|
|
U32 count = mSelectedFaces.size();
|
|
for (U32 i = 0; i < count; i++)
|
|
{
|
|
LLFace *facep = mSelectedFaces[i];
|
|
if (!facep || facep->getDrawable()->isDead())
|
|
{
|
|
LL_ERRS() << "Bad face on selection" << LL_ENDL;
|
|
return;
|
|
}
|
|
|
|
facep->renderSelected(mFaceSelectImagep, color);
|
|
}
|
|
|
|
if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
|
|
{
|
|
gHighlightSpecularProgram.unbind();
|
|
}
|
|
}
|
|
}
|
|
|
|
//debug use
|
|
U32 LLPipeline::sCurRenderPoolType = 0 ;
|
|
|
|
void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
|
|
|
|
assertInitialized();
|
|
|
|
F32 saved_modelview[16];
|
|
F32 saved_projection[16];
|
|
|
|
//HACK: preserve/restore matrices around HUD render
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{
|
|
for (U32 i = 0; i < 16; i++)
|
|
{
|
|
saved_modelview[i] = gGLModelView[i];
|
|
saved_projection[i] = gGLProjection[i];
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////
|
|
//
|
|
// Sync and verify GL state
|
|
//
|
|
//
|
|
|
|
stop_glerror();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
// Do verification of GL state
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
|
|
{
|
|
if (!verify())
|
|
{
|
|
LL_ERRS() << "Pipeline verification failed!" << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
|
|
|
|
// Initialize lots of GL state to "safe" values
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
LLGLSPipeline gls_pipeline;
|
|
LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
|
|
|
|
LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
|
|
|
|
// Toggle backface culling for debugging
|
|
LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
|
|
// Set fog
|
|
bool use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
|
|
LLGLEnable fog_enable(use_fog &&
|
|
!gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
|
|
gSky.updateFog(camera.getFar());
|
|
if (!use_fog)
|
|
{
|
|
sUnderWaterRender = false;
|
|
}
|
|
|
|
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
|
|
LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
|
|
|
|
|
|
//////////////////////////////////////////////
|
|
//
|
|
// Actually render all of the geometry
|
|
//
|
|
//
|
|
stop_glerror();
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
|
|
|
|
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
|
|
{
|
|
LLDrawPool *poolp = *iter;
|
|
if (hasRenderType(poolp->getType()))
|
|
{
|
|
poolp->prerender();
|
|
}
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_POOLS);
|
|
|
|
// HACK: don't calculate local lights if we're rendering the HUD!
|
|
// Removing this check will cause bad flickering when there are
|
|
// HUD elements being rendered AND the user is in flycam mode -nyx
|
|
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{
|
|
calcNearbyLights(camera);
|
|
setupHWLights(NULL);
|
|
}
|
|
|
|
bool occlude = sUseOcclusion > 1;
|
|
U32 cur_type = 0;
|
|
|
|
pool_set_t::iterator iter1 = mPools.begin();
|
|
while ( iter1 != mPools.end() )
|
|
{
|
|
LLDrawPool *poolp = *iter1;
|
|
|
|
cur_type = poolp->getType();
|
|
|
|
//debug use
|
|
sCurRenderPoolType = cur_type ;
|
|
|
|
if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
|
|
{
|
|
occlude = false;
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
LLGLSLShader::bindNoShader();
|
|
doOcclusion(camera);
|
|
}
|
|
|
|
pool_set_t::iterator iter2 = iter1;
|
|
if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_POOLRENDER);
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
poolp->beginRenderPass(i);
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( !p->getSkipRenderFlag() ) { p->render(i); }
|
|
}
|
|
poolp->endRenderPass(i);
|
|
LLVertexBuffer::unbind();
|
|
if (gDebugGL)
|
|
{
|
|
std::string msg = llformat("pass %d", i);
|
|
LLGLState::checkStates(msg);
|
|
//LLGLState::checkTextureChannels(msg);
|
|
//LLGLState::checkClientArrays(msg);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Skip all pools of this type
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
iter1 = iter2;
|
|
stop_glerror();
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
if (occlude)
|
|
{
|
|
occlude = false;
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
LLGLSLShader::bindNoShader();
|
|
doOcclusion(camera);
|
|
}
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
LLGLState::checkStates();
|
|
|
|
if (!LLPipeline::sImpostorRender)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
|
|
|
|
if (!sReflectionRender)
|
|
{
|
|
renderHighlights();
|
|
}
|
|
|
|
// Contains a list of the faces of objects that are physical or
|
|
// have touch-handlers.
|
|
mHighlightFaces.clear();
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
|
|
|
|
renderDebug();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
|
|
{
|
|
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
|
|
{
|
|
// Render debugging beacons.
|
|
gObjectList.renderObjectBeacons();
|
|
gObjectList.resetObjectBeacons();
|
|
gSky.addSunMoonBeacons();
|
|
}
|
|
else
|
|
{
|
|
// Make sure particle effects disappear
|
|
LLHUDObject::renderAllForTimer();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Make sure particle effects disappear
|
|
LLHUDObject::renderAllForTimer();
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
|
|
|
|
//HACK: preserve/restore matrices around HUD render
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{
|
|
for (U32 i = 0; i < 16; i++)
|
|
{
|
|
gGLModelView[i] = saved_modelview[i];
|
|
gGLProjection[i] = saved_projection[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
// LLGLState::checkTextureChannels();
|
|
// LLGLState::checkClientArrays();
|
|
}
|
|
|
|
void LLPipeline::renderGeomDeferred(LLCamera& camera)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLS);
|
|
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
|
|
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
|
|
{
|
|
LLDrawPool *poolp = *iter;
|
|
if (hasRenderType(poolp->getType()))
|
|
{
|
|
poolp->prerender();
|
|
}
|
|
}
|
|
|
|
LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
U32 cur_type = 0;
|
|
|
|
gGL.setColorMask(true, true);
|
|
|
|
pool_set_t::iterator iter1 = mPools.begin();
|
|
|
|
while ( iter1 != mPools.end() )
|
|
{
|
|
LLDrawPool *poolp = *iter1;
|
|
|
|
cur_type = poolp->getType();
|
|
|
|
pool_set_t::iterator iter2 = iter1;
|
|
if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER);
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
poolp->beginDeferredPass(i);
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); }
|
|
}
|
|
poolp->endDeferredPass(i);
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (gDebugGL || gDebugPipeline)
|
|
{
|
|
LLGLState::checkStates();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Skip all pools of this type
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
iter1 = iter2;
|
|
stop_glerror();
|
|
}
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
gGL.setColorMask(true, false);
|
|
}
|
|
|
|
void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLS);
|
|
U32 cur_type = 0;
|
|
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
|
|
LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
|
|
|
|
calcNearbyLights(camera);
|
|
setupHWLights(NULL);
|
|
|
|
gGL.setColorMask(true, false);
|
|
|
|
pool_set_t::iterator iter1 = mPools.begin();
|
|
bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion;
|
|
|
|
while ( iter1 != mPools.end() )
|
|
{
|
|
LLDrawPool *poolp = *iter1;
|
|
|
|
cur_type = poolp->getType();
|
|
|
|
if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
|
|
{
|
|
occlude = false;
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
LLGLSLShader::bindNoShader();
|
|
doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
|
|
gGL.setColorMask(true, false);
|
|
}
|
|
|
|
pool_set_t::iterator iter2 = iter1;
|
|
if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLRENDER);
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
poolp->beginPostDeferredPass(i);
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
|
|
p->renderPostDeferred(i);
|
|
}
|
|
poolp->endPostDeferredPass(i);
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (gDebugGL || gDebugPipeline)
|
|
{
|
|
LLGLState::checkStates();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Skip all pools of this type
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
iter1 = iter2;
|
|
stop_glerror();
|
|
}
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
if (occlude)
|
|
{
|
|
occlude = false;
|
|
LLGLSLShader::bindNoShader();
|
|
doOcclusion(camera);
|
|
gGLLastMatrix = NULL;
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(gGLModelView);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::renderGeomShadow(LLCamera& camera)
|
|
{
|
|
U32 cur_type = 0;
|
|
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
pool_set_t::iterator iter1 = mPools.begin();
|
|
|
|
while ( iter1 != mPools.end() )
|
|
{
|
|
LLDrawPool *poolp = *iter1;
|
|
|
|
cur_type = poolp->getType();
|
|
|
|
pool_set_t::iterator iter2 = iter1;
|
|
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
|
|
{
|
|
poolp->prerender() ;
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
poolp->beginShadowPass(i);
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
|
|
p->renderShadow(i);
|
|
}
|
|
poolp->endShadowPass(i);
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Skip all pools of this type
|
|
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
|
|
{
|
|
LLDrawPool *p = *iter2;
|
|
if (p->getType() != cur_type)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
iter1 = iter2;
|
|
stop_glerror();
|
|
}
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
}
|
|
|
|
|
|
void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
|
|
{
|
|
assertInitialized();
|
|
S32 count = 0;
|
|
if (render_type == LLRender::TRIANGLE_STRIP)
|
|
{
|
|
count = index_count-2;
|
|
}
|
|
else
|
|
{
|
|
count = index_count/3;
|
|
}
|
|
|
|
record(sStatBatchSize, count);
|
|
add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count));
|
|
|
|
if (LLPipeline::sRenderFrameTest)
|
|
{
|
|
gViewerWindow->getWindow()->swapBuffers();
|
|
ms_sleep(16);
|
|
}
|
|
}
|
|
|
|
void LLPipeline::renderPhysicsDisplay()
|
|
{
|
|
if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
|
|
{
|
|
return;
|
|
}
|
|
|
|
allocatePhysicsBuffer();
|
|
|
|
gGL.flush();
|
|
mPhysicsDisplay.bindTarget();
|
|
glClearColor(0,0,0,1);
|
|
gGL.setColorMask(true, true);
|
|
mPhysicsDisplay.clear();
|
|
glClearColor(0,0,0,0);
|
|
|
|
gGL.setColorMask(true, false);
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gDebugProgram.bind();
|
|
}
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
if (hasRenderType(part->mDrawableType))
|
|
{
|
|
part->renderPhysicsShapes();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
gGL.flush();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gDebugProgram.unbind();
|
|
}
|
|
|
|
mPhysicsDisplay.flush();
|
|
}
|
|
|
|
extern std::set<LLSpatialGroup*> visible_selected_groups;
|
|
|
|
void LLPipeline::renderDebug()
|
|
{
|
|
assertInitialized();
|
|
|
|
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
|
|
if (!hud_only )
|
|
{
|
|
//Render any navmesh geometry
|
|
LLPathingLib *llPathingLibInstance = LLPathingLib::getInstance();
|
|
if ( llPathingLibInstance != NULL )
|
|
{
|
|
//character floater renderables
|
|
|
|
LLHandle<LLFloaterPathfindingCharacters> pathfindingCharacterHandle = LLFloaterPathfindingCharacters::getInstanceHandle();
|
|
if ( !pathfindingCharacterHandle.isDead() )
|
|
{
|
|
LLFloaterPathfindingCharacters *pathfindingCharacter = pathfindingCharacterHandle.get();
|
|
|
|
if ( pathfindingCharacter->getVisible() || gAgentCamera.cameraMouselook() )
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gPathfindingProgram.bind();
|
|
gPathfindingProgram.uniform1f(sTint, 1.f);
|
|
gPathfindingProgram.uniform1f(sAmbiance, 1.f);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
|
|
}
|
|
|
|
//Requried character physics capsule render parameters
|
|
LLUUID id;
|
|
LLVector3 pos;
|
|
LLQuaternion rot;
|
|
|
|
if ( pathfindingCharacter->isPhysicsCapsuleEnabled( id, pos, rot ) )
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
//remove blending artifacts
|
|
gGL.setColorMask(false, false);
|
|
llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
|
|
gGL.setColorMask(true, false);
|
|
LLGLEnable blend(GL_BLEND);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
|
|
llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
|
|
gPathfindingProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//pathing console renderables
|
|
LLHandle<LLFloaterPathfindingConsole> pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle();
|
|
if (!pathfindingConsoleHandle.isDead())
|
|
{
|
|
LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get();
|
|
|
|
if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() )
|
|
{
|
|
F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance");
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gPathfindingProgram.bind();
|
|
|
|
gPathfindingProgram.uniform1f(sTint, 1.f);
|
|
gPathfindingProgram.uniform1f(sAmbiance, ambiance);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
|
|
}
|
|
|
|
if ( !pathfindingConsole->isRenderWorld() )
|
|
{
|
|
const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear");
|
|
gGL.setColorMask(true, true);
|
|
glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
gGL.setColorMask(true, false);
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
}
|
|
|
|
//NavMesh
|
|
if ( pathfindingConsole->isRenderNavMesh() )
|
|
{
|
|
gGL.flush();
|
|
glLineWidth(2.0f);
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
LLGLDisable blend(GL_BLEND);
|
|
|
|
if ( pathfindingConsole->isRenderWorld() )
|
|
{
|
|
LLGLEnable blend(GL_BLEND);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 0.66f);
|
|
llPathingLibInstance->renderNavMesh();
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderNavMesh();
|
|
}
|
|
|
|
//render edges
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gPathfindingNoNormalsProgram.bind();
|
|
gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f);
|
|
gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f);
|
|
llPathingLibInstance->renderNavMeshEdges();
|
|
gPathfindingProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderNavMeshEdges();
|
|
}
|
|
|
|
gGL.flush();
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
glLineWidth(1.0f);
|
|
gGL.flush();
|
|
}
|
|
//User designated path
|
|
if ( LLPathfindingPathTool::getInstance()->isRenderPath() )
|
|
{
|
|
//The path
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
|
|
llPathingLibInstance->renderPath();
|
|
gPathfindingProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderPath();
|
|
}
|
|
//The bookends
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
//remove blending artifacts
|
|
gGL.setColorMask(false, false);
|
|
llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
|
|
llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
|
|
|
|
gGL.setColorMask(true, false);
|
|
//render the bookends
|
|
LLGLEnable blend(GL_BLEND);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
|
|
llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
|
|
llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
|
|
gPathfindingProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
|
|
llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
|
|
}
|
|
|
|
}
|
|
|
|
if ( pathfindingConsole->isRenderWaterPlane() )
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
LLGLEnable blend(GL_BLEND);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
|
|
llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() );
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() );
|
|
}
|
|
}
|
|
//physics/exclusion shapes
|
|
if ( pathfindingConsole->isRenderAnyShapes() )
|
|
{
|
|
U32 render_order[] = {
|
|
1 << LLPathingLib::LLST_ObstacleObjects,
|
|
1 << LLPathingLib::LLST_WalkableObjects,
|
|
1 << LLPathingLib::LLST_ExclusionPhantoms,
|
|
1 << LLPathingLib::LLST_MaterialPhantoms,
|
|
};
|
|
|
|
U32 flags = pathfindingConsole->getRenderShapeFlags();
|
|
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (!(flags & render_order[i]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//turn off backface culling for volumes so they are visible when camera is inside volume
|
|
LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0);
|
|
|
|
gGL.flush();
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
|
|
//get rid of some z-fighting
|
|
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
|
|
glPolygonOffset(1.0f, 1.0f);
|
|
|
|
//render to depth first to avoid blending artifacts
|
|
gGL.setColorMask(false, false);
|
|
llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
|
|
gGL.setColorMask(true, false);
|
|
|
|
//get rid of some z-fighting
|
|
glPolygonOffset(0.f, 0.f);
|
|
|
|
LLGLEnable blend(GL_BLEND);
|
|
|
|
{
|
|
gPathfindingProgram.uniform1f(sAmbiance, ambiance);
|
|
|
|
{ //draw solid overlay
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
|
|
llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
|
|
gGL.flush();
|
|
}
|
|
|
|
LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE);
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
|
|
F32 offset = gSavedSettings.getF32("PathfindingLineOffset");
|
|
|
|
if (pathfindingConsole->isRenderXRay())
|
|
{
|
|
gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
|
|
gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
|
|
LLGLEnable blend(GL_BLEND);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
|
|
|
|
glPolygonOffset(offset, -offset);
|
|
|
|
if (gSavedSettings.getBOOL("PathfindingXRayWireframe"))
|
|
{ //draw hidden wireframe as darker and less opaque
|
|
gPathfindingProgram.uniform1f(sAmbiance, 1.f);
|
|
llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
|
|
}
|
|
else
|
|
{
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
gPathfindingProgram.uniform1f(sAmbiance, ambiance);
|
|
llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
}
|
|
}
|
|
|
|
{ //draw visible wireframe as brighter, thicker and more opaque
|
|
glPolygonOffset(offset, offset);
|
|
gPathfindingProgram.uniform1f(sAmbiance, 1.f);
|
|
gPathfindingProgram.uniform1f(sTint, 1.f);
|
|
gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
|
|
|
|
glLineWidth(gSavedSettings.getF32("PathfindingLineWidth"));
|
|
LLGLDisable blendOut(GL_BLEND);
|
|
llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
|
|
gGL.flush();
|
|
glLineWidth(1.f);
|
|
}
|
|
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
}
|
|
}
|
|
}
|
|
|
|
glPolygonOffset(0.f, 0.f);
|
|
|
|
if ( pathfindingConsole->isRenderNavMesh() && pathfindingConsole->isRenderXRay() )
|
|
{ //render navmesh xray
|
|
F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance");
|
|
|
|
LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE);
|
|
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
|
|
|
|
F32 offset = gSavedSettings.getF32("PathfindingLineOffset");
|
|
glPolygonOffset(offset, -offset);
|
|
|
|
LLGLEnable blend(GL_BLEND);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
|
|
gGL.flush();
|
|
glLineWidth(2.0f);
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
|
|
gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
|
|
gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
|
|
|
|
if (gSavedSettings.getBOOL("PathfindingXRayWireframe"))
|
|
{ //draw hidden wireframe as darker and less opaque
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
gPathfindingProgram.uniform1f(sAmbiance, 1.f);
|
|
llPathingLibInstance->renderNavMesh();
|
|
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
}
|
|
else
|
|
{
|
|
gPathfindingProgram.uniform1f(sAmbiance, ambiance);
|
|
llPathingLibInstance->renderNavMesh();
|
|
}
|
|
|
|
//render edges
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gPathfindingNoNormalsProgram.bind();
|
|
gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
|
|
gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
|
|
llPathingLibInstance->renderNavMeshEdges();
|
|
gPathfindingProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
llPathingLibInstance->renderNavMeshEdges();
|
|
}
|
|
|
|
gGL.flush();
|
|
glLineWidth(1.0f);
|
|
}
|
|
|
|
glPolygonOffset(0.f, 0.f);
|
|
|
|
gGL.flush();
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gPathfindingProgram.unbind();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
gGL.color4f(1,1,1,1);
|
|
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGL.setColorMask(true, false);
|
|
|
|
|
|
if (!hud_only && !mDebugBlips.empty())
|
|
{ //render debug blips
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
|
|
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true);
|
|
|
|
glPointSize(8.f);
|
|
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
|
|
|
|
gGL.begin(LLRender::POINTS);
|
|
for (std::list<DebugBlip>::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); )
|
|
{
|
|
DebugBlip& blip = *iter;
|
|
|
|
blip.mAge += gFrameIntervalSeconds.value();
|
|
if (blip.mAge > 2.f)
|
|
{
|
|
mDebugBlips.erase(iter++);
|
|
}
|
|
else
|
|
{
|
|
iter++;
|
|
}
|
|
|
|
blip.mPosition.mV[2] += gFrameIntervalSeconds.value()*2.f;
|
|
|
|
gGL.color4fv(blip.mColor.mV);
|
|
gGL.vertex3fv(blip.mPosition.mV);
|
|
}
|
|
gGL.end();
|
|
gGL.flush();
|
|
glPointSize(1.f);
|
|
}
|
|
|
|
|
|
// Debug stuff.
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) ||
|
|
(!hud_only && hasRenderType(part->mDrawableType)) )
|
|
{
|
|
part->renderDebug();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
|
|
{
|
|
LLSpatialBridge* bridge = *i;
|
|
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
|
|
bridge->renderDebug();
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
|
|
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction)
|
|
{ //render visible selected group occlusion geometry
|
|
gDebugProgram.bind();
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
gGL.diffuseColor3f(1,0,1);
|
|
for (std::set<LLSpatialGroup*>::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
|
|
LLVector4a fudge;
|
|
fudge.splat(0.25f); //SG_OCCLUSION_FUDGE
|
|
|
|
LLVector4a size;
|
|
const LLVector4a* bounds = group->getBounds();
|
|
size.setAdd(fudge, bounds[1]);
|
|
|
|
drawBox(bounds[0], size);
|
|
}
|
|
}
|
|
|
|
visible_selected_groups.clear();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
|
|
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only)
|
|
{ //draw crosshairs on particle intersection
|
|
if (gDebugRaycastParticle)
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{ //this debug display requires shaders
|
|
gDebugProgram.bind();
|
|
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
LLVector3 center(gDebugRaycastParticleIntersection.getF32ptr());
|
|
LLVector3 size(0.1f, 0.1f, 0.1f);
|
|
|
|
LLVector3 p[6];
|
|
|
|
p[0] = center + size.scaledVec(LLVector3(1,0,0));
|
|
p[1] = center + size.scaledVec(LLVector3(-1,0,0));
|
|
p[2] = center + size.scaledVec(LLVector3(0,1,0));
|
|
p[3] = center + size.scaledVec(LLVector3(0,-1,0));
|
|
p[4] = center + size.scaledVec(LLVector3(0,0,1));
|
|
p[5] = center + size.scaledVec(LLVector3(0,0,-1));
|
|
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.diffuseColor3f(1.f, 1.f, 0.f);
|
|
for (U32 i = 0; i < 6; i++)
|
|
{
|
|
gGL.vertex3fv(p[i].mV);
|
|
}
|
|
gGL.end();
|
|
gGL.flush();
|
|
|
|
gDebugProgram.unbind();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLEnable blend(GL_BLEND);
|
|
LLGLDepthTest depth(TRUE, FALSE);
|
|
LLGLDisable cull(GL_CULL_FACE);
|
|
|
|
gGL.color4f(1,1,1,1);
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
F32 a = 0.1f;
|
|
|
|
F32 col[] =
|
|
{
|
|
1,0,0,a,
|
|
0,1,0,a,
|
|
0,0,1,a,
|
|
1,0,1,a,
|
|
|
|
1,1,0,a,
|
|
0,1,1,a,
|
|
1,1,1,a,
|
|
1,0,1,a,
|
|
};
|
|
|
|
for (U32 i = 0; i < 8; i++)
|
|
{
|
|
LLVector3* frust = mShadowCamera[i].mAgentFrustum;
|
|
|
|
if (i > 3)
|
|
{ //render shadow frusta as volumes
|
|
if (mShadowFrustPoints[i-4].empty())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
gGL.color4fv(col+(i-4)*4);
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
|
|
gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
|
|
gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
|
|
gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
|
|
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
|
|
gGL.end();
|
|
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.vertex3fv(frust[0].mV);
|
|
gGL.vertex3fv(frust[1].mV);
|
|
gGL.vertex3fv(frust[3].mV);
|
|
gGL.vertex3fv(frust[2].mV);
|
|
gGL.end();
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.vertex3fv(frust[4].mV);
|
|
gGL.vertex3fv(frust[5].mV);
|
|
gGL.vertex3fv(frust[7].mV);
|
|
gGL.vertex3fv(frust[6].mV);
|
|
gGL.end();
|
|
}
|
|
|
|
|
|
if (i < 4)
|
|
{
|
|
|
|
//if (i == 0 || !mShadowFrustPoints[i].empty())
|
|
{
|
|
//render visible point cloud
|
|
gGL.flush();
|
|
glPointSize(8.f);
|
|
gGL.begin(LLRender::POINTS);
|
|
|
|
F32* c = col+i*4;
|
|
gGL.color3fv(c);
|
|
|
|
for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
|
|
{
|
|
gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
|
|
|
|
}
|
|
gGL.end();
|
|
|
|
gGL.flush();
|
|
glPointSize(1.f);
|
|
|
|
LLVector3* ext = mShadowExtents[i];
|
|
LLVector3 pos = (ext[0]+ext[1])*0.5f;
|
|
LLVector3 size = (ext[1]-ext[0])*0.5f;
|
|
drawBoxOutline(pos, size);
|
|
|
|
//render camera frustum splits as outlines
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV);
|
|
gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV);
|
|
gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV);
|
|
gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV);
|
|
gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV);
|
|
gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV);
|
|
gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV);
|
|
gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV);
|
|
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
|
|
gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
|
|
gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
|
|
gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
|
|
gGL.end();
|
|
}
|
|
}
|
|
|
|
/*gGL.flush();
|
|
glLineWidth(16-i*2);
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(j);
|
|
if (part)
|
|
{
|
|
if (hasRenderType(part->mDrawableType))
|
|
{
|
|
part->renderIntersectingBBoxes(&mShadowCamera[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
gGL.flush();
|
|
glLineWidth(1.f);*/
|
|
}
|
|
}
|
|
|
|
if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS)
|
|
{
|
|
gAgent.getRegion()->mWind.renderVectors();
|
|
}
|
|
|
|
if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
|
|
{
|
|
// Debug composition layers
|
|
F32 x, y;
|
|
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
if (gAgent.getRegion())
|
|
{
|
|
gGL.begin(LLRender::POINTS);
|
|
// Draw the composition layer for the region that I'm in.
|
|
for (x = 0; x <= 260; x++)
|
|
{
|
|
for (y = 0; y <= 260; y++)
|
|
{
|
|
if ((x > 255) || (y > 255))
|
|
{
|
|
gGL.color4f(1.f, 0.f, 0.f, 1.f);
|
|
}
|
|
else
|
|
{
|
|
gGL.color4f(0.f, 0.f, 1.f, 1.f);
|
|
}
|
|
F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
|
|
z *= 5.f;
|
|
z += 50.f;
|
|
gGL.vertex3f(x, y, z);
|
|
}
|
|
}
|
|
gGL.end();
|
|
}
|
|
}
|
|
|
|
if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
|
|
{
|
|
U32 count = 0;
|
|
U32 size = mGroupQ2.size();
|
|
LLColor4 col;
|
|
|
|
LLVertexBuffer::unbind();
|
|
LLGLEnable blend(GL_BLEND);
|
|
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
|
|
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
|
|
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
|
|
{
|
|
LLSpatialGroup* group = *iter;
|
|
if (group->isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
|
|
|
|
if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (bridge)
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
|
|
}
|
|
|
|
F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
|
|
|
|
|
|
LLVector2 c(1.f-alpha, alpha);
|
|
c.normVec();
|
|
|
|
|
|
++count;
|
|
col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f);
|
|
group->drawObjectBox(col);
|
|
|
|
if (bridge)
|
|
{
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
gGL.flush();
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.unbind();
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_REBUILD_POOLS("Rebuild Pools");
|
|
|
|
void LLPipeline::rebuildPools()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_REBUILD_POOLS);
|
|
|
|
assertInitialized();
|
|
|
|
S32 max_count = mPools.size();
|
|
pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
|
|
while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
|
|
{
|
|
if (iter1 == mPools.end())
|
|
{
|
|
iter1 = mPools.begin();
|
|
}
|
|
LLDrawPool* poolp = *iter1;
|
|
|
|
if (poolp->isDead())
|
|
{
|
|
mPools.erase(iter1++);
|
|
removeFromQuickLookup( poolp );
|
|
if (poolp == mLastRebuildPool)
|
|
{
|
|
mLastRebuildPool = NULL;
|
|
}
|
|
delete poolp;
|
|
}
|
|
else
|
|
{
|
|
mLastRebuildPool = poolp;
|
|
iter1++;
|
|
}
|
|
max_count--;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
|
|
{
|
|
assertInitialized();
|
|
|
|
switch( new_poolp->getType() )
|
|
{
|
|
case LLDrawPool::POOL_SIMPLE:
|
|
if (mSimplePool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mSimplePool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_ALPHA_MASK:
|
|
if (mAlphaMaskPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
mAlphaMaskPool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
|
|
if (mFullbrightAlphaMaskPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
mFullbrightAlphaMaskPool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GRASS:
|
|
if (mGrassPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate grass pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mGrassPool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_FULLBRIGHT:
|
|
if (mFullbrightPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mFullbrightPool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_INVISIBLE:
|
|
if (mInvisiblePool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mInvisiblePool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GLOW:
|
|
if (mGlowPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate glow pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mGlowPool = (LLRenderPass*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_TREE:
|
|
mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_TERRAIN:
|
|
mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_BUMP:
|
|
if (mBumpPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignoring duplicate bump pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mBumpPool = new_poolp;
|
|
}
|
|
break;
|
|
case LLDrawPool::POOL_MATERIALS:
|
|
if (mMaterialsPool)
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "Ignorning duplicate materials pool." << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mMaterialsPool = new_poolp;
|
|
}
|
|
break;
|
|
case LLDrawPool::POOL_ALPHA:
|
|
if( mAlphaPool )
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mAlphaPool = (LLDrawPoolAlpha*) new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_AVATAR:
|
|
case LLDrawPool::POOL_CONTROL_AV:
|
|
break; // Do nothing
|
|
|
|
case LLDrawPool::POOL_SKY:
|
|
if( mSkyPool )
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mSkyPool = new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_WATER:
|
|
if( mWaterPool )
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water pool" << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mWaterPool = new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GROUND:
|
|
if( mGroundPool )
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mGroundPool = new_poolp;
|
|
}
|
|
break;
|
|
|
|
case LLDrawPool::POOL_WL_SKY:
|
|
if( mWLSkyPool )
|
|
{
|
|
llassert(0);
|
|
LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
mWLSkyPool = new_poolp;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
llassert(0);
|
|
LL_WARNS() << "Invalid Pool Type in LLPipeline::addPool()" << LL_ENDL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::removePool( LLDrawPool* poolp )
|
|
{
|
|
assertInitialized();
|
|
removeFromQuickLookup(poolp);
|
|
mPools.erase(poolp);
|
|
delete poolp;
|
|
}
|
|
|
|
void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
|
|
{
|
|
assertInitialized();
|
|
switch( poolp->getType() )
|
|
{
|
|
case LLDrawPool::POOL_SIMPLE:
|
|
llassert(mSimplePool == poolp);
|
|
mSimplePool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_ALPHA_MASK:
|
|
llassert(mAlphaMaskPool == poolp);
|
|
mAlphaMaskPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
|
|
llassert(mFullbrightAlphaMaskPool == poolp);
|
|
mFullbrightAlphaMaskPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GRASS:
|
|
llassert(mGrassPool == poolp);
|
|
mGrassPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_FULLBRIGHT:
|
|
llassert(mFullbrightPool == poolp);
|
|
mFullbrightPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_INVISIBLE:
|
|
llassert(mInvisiblePool == poolp);
|
|
mInvisiblePool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_WL_SKY:
|
|
llassert(mWLSkyPool == poolp);
|
|
mWLSkyPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GLOW:
|
|
llassert(mGlowPool == poolp);
|
|
mGlowPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_TREE:
|
|
#ifdef _DEBUG
|
|
{
|
|
bool found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
|
|
llassert( found );
|
|
}
|
|
#else
|
|
mTreePools.erase( (uintptr_t)poolp->getTexture() );
|
|
#endif
|
|
break;
|
|
|
|
case LLDrawPool::POOL_TERRAIN:
|
|
#ifdef _DEBUG
|
|
{
|
|
bool found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
|
|
llassert( found );
|
|
}
|
|
#else
|
|
mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
|
|
#endif
|
|
break;
|
|
|
|
case LLDrawPool::POOL_BUMP:
|
|
llassert( poolp == mBumpPool );
|
|
mBumpPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_MATERIALS:
|
|
llassert(poolp == mMaterialsPool);
|
|
mMaterialsPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_ALPHA:
|
|
llassert( poolp == mAlphaPool );
|
|
mAlphaPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_AVATAR:
|
|
case LLDrawPool::POOL_CONTROL_AV:
|
|
break; // Do nothing
|
|
|
|
case LLDrawPool::POOL_SKY:
|
|
llassert( poolp == mSkyPool );
|
|
mSkyPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_WATER:
|
|
llassert( poolp == mWaterPool );
|
|
mWaterPool = NULL;
|
|
break;
|
|
|
|
case LLDrawPool::POOL_GROUND:
|
|
llassert( poolp == mGroundPool );
|
|
mGroundPool = NULL;
|
|
break;
|
|
|
|
default:
|
|
llassert(0);
|
|
LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::resetDrawOrders()
|
|
{
|
|
assertInitialized();
|
|
// Iterate through all of the draw pools and rebuild them.
|
|
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
|
|
{
|
|
LLDrawPool *poolp = *iter;
|
|
poolp->resetDrawOrders();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
// Once-per-frame setup of hardware lights,
|
|
// including sun/moon, avatar backlight, and up to 6 local lights
|
|
|
|
void LLPipeline::setupAvatarLights(bool for_edit)
|
|
{
|
|
assertInitialized();
|
|
|
|
LLEnvironment& environment = LLEnvironment::instance();
|
|
LLSettingsSky::ptr_t psky = environment.getCurrentSky();
|
|
|
|
bool sun_up = environment.getIsSunUp();
|
|
|
|
|
|
if (for_edit)
|
|
{
|
|
LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
|
|
LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
|
|
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
|
|
LLMatrix4 camera_rot(camera_mat.getMat3());
|
|
camera_rot.invert();
|
|
LLVector4 light_pos = light_pos_cam * camera_rot;
|
|
|
|
light_pos.normalize();
|
|
|
|
LLLightState* light = gGL.getLight(1);
|
|
|
|
mHWLightColors[1] = diffuse;
|
|
|
|
light->setDiffuse(diffuse);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(LLColor4::black);
|
|
light->setPosition(light_pos);
|
|
light->setConstantAttenuation(1.f);
|
|
light->setLinearAttenuation(0.f);
|
|
light->setQuadraticAttenuation(0.f);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
}
|
|
else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
|
|
{
|
|
LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir);
|
|
LLVector3 opposite_pos = -light_dir;
|
|
LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis;
|
|
LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
|
|
backlight_pos.normalize();
|
|
|
|
LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse;
|
|
|
|
LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
|
|
F32 max_component = 0.001f;
|
|
for (S32 i = 0; i < 3; i++)
|
|
{
|
|
if (backlight_diffuse.mV[i] > max_component)
|
|
{
|
|
max_component = backlight_diffuse.mV[i];
|
|
}
|
|
}
|
|
F32 backlight_mag;
|
|
if (LLEnvironment::instance().getIsSunUp())
|
|
{
|
|
backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
|
|
}
|
|
else
|
|
{
|
|
backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
|
|
}
|
|
backlight_diffuse *= backlight_mag / max_component;
|
|
|
|
mHWLightColors[1] = backlight_diffuse;
|
|
|
|
LLLightState* light = gGL.getLight(1);
|
|
|
|
light->setPosition(backlight_pos);
|
|
light->setDiffuse(backlight_diffuse);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(LLColor4::black);
|
|
light->setConstantAttenuation(1.f);
|
|
light->setLinearAttenuation(0.f);
|
|
light->setQuadraticAttenuation(0.f);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
}
|
|
else
|
|
{
|
|
LLLightState* light = gGL.getLight(1);
|
|
|
|
mHWLightColors[1] = LLColor4::black;
|
|
|
|
light->setDiffuse(LLColor4::black);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(LLColor4::black);
|
|
}
|
|
}
|
|
|
|
static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
|
|
{
|
|
F32 inten = light->getLightIntensity();
|
|
if (inten < .001f)
|
|
{
|
|
return max_dist;
|
|
}
|
|
F32 radius = light->getLightRadius();
|
|
bool selected = light->isSelected();
|
|
LLVector3 dpos = light->getRenderPosition() - cam_pos;
|
|
F32 dist2 = dpos.lengthSquared();
|
|
if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
|
|
{
|
|
return max_dist;
|
|
}
|
|
F32 dist = (F32) sqrt(dist2);
|
|
dist *= 1.f / inten;
|
|
dist -= radius;
|
|
if (selected)
|
|
{
|
|
dist -= 10000.f; // selected lights get highest priority
|
|
}
|
|
if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
|
|
{
|
|
// moving lights get a little higher priority (too much causes artifacts)
|
|
dist -= light->getLightRadius()*0.25f;
|
|
}
|
|
return dist;
|
|
}
|
|
|
|
void LLPipeline::calcNearbyLights(LLCamera& camera)
|
|
{
|
|
assertInitialized();
|
|
|
|
if (LLPipeline::sReflectionRender)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (mLightingDetail >= 1)
|
|
{
|
|
// mNearbyLight (and all light_set_t's) are sorted such that
|
|
// begin() == the closest light and rbegin() == the farthest light
|
|
const S32 MAX_LOCAL_LIGHTS = 6;
|
|
// LLVector3 cam_pos = gAgent.getCameraPositionAgent();
|
|
LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
|
|
camera.getOrigin() :
|
|
gAgent.getPositionAgent();
|
|
|
|
F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
|
|
|
|
// UPDATE THE EXISTING NEARBY LIGHTS
|
|
light_set_t cur_nearby_lights;
|
|
for (light_set_t::iterator iter = mNearbyLights.begin();
|
|
iter != mNearbyLights.end(); iter++)
|
|
{
|
|
const Light* light = &(*iter);
|
|
LLDrawable* drawable = light->drawable;
|
|
const LLViewerObject *vobj = light->drawable->getVObj();
|
|
if(vobj && vobj->getAvatar()
|
|
&& (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList())
|
|
)
|
|
{
|
|
drawable->clearState(LLDrawable::NEARBY_LIGHT);
|
|
continue;
|
|
}
|
|
|
|
LLVOVolume* volight = drawable->getVOVolume();
|
|
if (!volight || !drawable->isState(LLDrawable::LIGHT))
|
|
{
|
|
drawable->clearState(LLDrawable::NEARBY_LIGHT);
|
|
continue;
|
|
}
|
|
if (light->fade <= -LIGHT_FADE_TIME)
|
|
{
|
|
drawable->clearState(LLDrawable::NEARBY_LIGHT);
|
|
continue;
|
|
}
|
|
if (!sRenderAttachedLights && volight && volight->isAttachment())
|
|
{
|
|
drawable->clearState(LLDrawable::NEARBY_LIGHT);
|
|
continue;
|
|
}
|
|
|
|
F32 dist = calc_light_dist(volight, cam_pos, max_dist);
|
|
cur_nearby_lights.insert(Light(drawable, dist, light->fade));
|
|
}
|
|
mNearbyLights = cur_nearby_lights;
|
|
|
|
// FIND NEW LIGHTS THAT ARE IN RANGE
|
|
light_set_t new_nearby_lights;
|
|
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
|
|
iter != mLights.end(); ++iter)
|
|
{
|
|
LLDrawable* drawable = *iter;
|
|
LLVOVolume* light = drawable->getVOVolume();
|
|
if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
|
|
{
|
|
continue;
|
|
}
|
|
if (light->isHUDAttachment())
|
|
{
|
|
continue; // no lighting from HUD objects
|
|
}
|
|
F32 dist = calc_light_dist(light, cam_pos, max_dist);
|
|
if (dist >= max_dist)
|
|
{
|
|
continue;
|
|
}
|
|
if (!sRenderAttachedLights && light && light->isAttachment())
|
|
{
|
|
continue;
|
|
}
|
|
new_nearby_lights.insert(Light(drawable, dist, 0.f));
|
|
if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
|
|
{
|
|
new_nearby_lights.erase(--new_nearby_lights.end());
|
|
const Light& last = *new_nearby_lights.rbegin();
|
|
max_dist = last.dist;
|
|
}
|
|
}
|
|
|
|
// INSERT ANY NEW LIGHTS
|
|
for (light_set_t::iterator iter = new_nearby_lights.begin();
|
|
iter != new_nearby_lights.end(); iter++)
|
|
{
|
|
const Light* light = &(*iter);
|
|
if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
|
|
{
|
|
mNearbyLights.insert(*light);
|
|
((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
|
|
}
|
|
else
|
|
{
|
|
// crazy cast so that we can overwrite the fade value
|
|
// even though gcc enforces sets as const
|
|
// (fade value doesn't affect sort so this is safe)
|
|
Light* farthest_light = (const_cast<Light*>(&(*(mNearbyLights.rbegin()))));
|
|
if (light->dist < farthest_light->dist)
|
|
{
|
|
if (farthest_light->fade >= 0.f)
|
|
{
|
|
farthest_light->fade = -(gFrameIntervalSeconds.value());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
break; // none of the other lights are closer
|
|
}
|
|
}
|
|
}
|
|
|
|
//mark nearby lights not-removable.
|
|
for (light_set_t::iterator iter = mNearbyLights.begin();
|
|
iter != mNearbyLights.end(); iter++)
|
|
{
|
|
const Light* light = &(*iter);
|
|
((LLViewerOctreeEntryData*) light->drawable)->setVisible();
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::setupHWLights(LLDrawPool* pool)
|
|
{
|
|
assertInitialized();
|
|
|
|
LLEnvironment& environment = LLEnvironment::instance();
|
|
LLSettingsSky::ptr_t psky = environment.getCurrentSky();
|
|
|
|
if (!LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gGL.syncMatrices();
|
|
}
|
|
|
|
// Ambient
|
|
LLColor4 ambient = psky->getTotalAmbient();
|
|
gGL.setAmbientLightColor(ambient);
|
|
|
|
bool sun_up = environment.getIsSunUp();
|
|
bool moon_up = environment.getIsMoonUp();
|
|
|
|
// Light 0 = Sun or Moon (All objects)
|
|
{
|
|
LLVector4 sun_dir(environment.getSunDirection(), 0.0f);
|
|
LLVector4 moon_dir(environment.getMoonDirection(), 0.0f);
|
|
|
|
mSunDir.setVec(sun_dir);
|
|
mMoonDir.setVec(moon_dir);
|
|
|
|
mSunDiffuse.setVec(psky->getSunlightColor());
|
|
mMoonDiffuse.setVec(psky->getMoonlightColor());
|
|
|
|
F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
|
|
if (max_color > 1.f)
|
|
{
|
|
mSunDiffuse *= 1.f/max_color;
|
|
}
|
|
mSunDiffuse.clamp();
|
|
|
|
max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]);
|
|
if (max_color > 1.f)
|
|
{
|
|
mMoonDiffuse *= 1.f/max_color;
|
|
}
|
|
mMoonDiffuse.clamp();
|
|
|
|
// prevent underlighting from having neither lightsource facing us
|
|
if (!sun_up && !moon_up)
|
|
{
|
|
mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0));
|
|
mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0));
|
|
mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0));
|
|
mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0));
|
|
}
|
|
|
|
LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
|
|
|
|
mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse;
|
|
|
|
LLLightState* light = gGL.getLight(0);
|
|
light->setPosition(light_dir);
|
|
|
|
light->setSunPrimary(sun_up);
|
|
light->setDiffuse(mHWLightColors[0]);
|
|
light->setDiffuseB(mMoonDiffuse);
|
|
light->setAmbient(psky->getTotalAmbient());
|
|
light->setSpecular(LLColor4::black);
|
|
light->setConstantAttenuation(1.f);
|
|
light->setLinearAttenuation(0.f);
|
|
light->setQuadraticAttenuation(0.f);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
}
|
|
|
|
// Light 1 = Backlight (for avatars)
|
|
// (set by enableLightsAvatar)
|
|
|
|
S32 cur_light = 2;
|
|
|
|
// Nearby lights = LIGHT 2-7
|
|
|
|
mLightMovingMask = 0;
|
|
|
|
if (mLightingDetail >= 1)
|
|
{
|
|
for (light_set_t::iterator iter = mNearbyLights.begin();
|
|
iter != mNearbyLights.end(); ++iter)
|
|
{
|
|
LLDrawable* drawable = iter->drawable;
|
|
LLVOVolume* light = drawable->getVOVolume();
|
|
if (!light)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (light->isAttachment())
|
|
{
|
|
if (!sRenderAttachedLights)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
const LLViewerObject *vobj = drawable->getVObj();
|
|
if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (drawable->isState(LLDrawable::ACTIVE))
|
|
{
|
|
mLightMovingMask |= (1<<cur_light);
|
|
}
|
|
|
|
//send linear light color to shader
|
|
LLColor4 light_color = light->getLightLinearColor();
|
|
light_color.mV[3] = 0.0f;
|
|
|
|
F32 fade = iter->fade;
|
|
if (fade < LIGHT_FADE_TIME)
|
|
{
|
|
// fade in/out light
|
|
if (fade >= 0.f)
|
|
{
|
|
fade = fade / LIGHT_FADE_TIME;
|
|
((Light*) (&(*iter)))->fade += gFrameIntervalSeconds.value();
|
|
}
|
|
else
|
|
{
|
|
fade = 1.f + fade / LIGHT_FADE_TIME;
|
|
((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds.value();
|
|
}
|
|
fade = llclamp(fade,0.f,1.f);
|
|
light_color *= fade;
|
|
}
|
|
|
|
if (light_color.magVecSquared() < 0.001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLVector3 light_pos(light->getRenderPosition());
|
|
LLVector4 light_pos_gl(light_pos, 1.0f);
|
|
|
|
F32 light_radius = llmax(light->getLightRadius(), 0.001f);
|
|
F32 size = light_radius * (sRenderDeferred ? 1.5f : 1.0f);
|
|
|
|
if (size <= 0.001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior.
|
|
F32 linatten = x / (light_radius); // % of brightness at radius
|
|
|
|
mHWLightColors[cur_light] = light_color;
|
|
LLLightState* light_state = gGL.getLight(cur_light);
|
|
|
|
light_state->setPosition(light_pos_gl);
|
|
light_state->setDiffuse(light_color);
|
|
light_state->setAmbient(LLColor4::black);
|
|
light_state->setConstantAttenuation(0.f);
|
|
if (sRenderDeferred)
|
|
{
|
|
light_state->setLinearAttenuation(size);
|
|
light_state->setQuadraticAttenuation(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF) + 1.f); // get falloff to match for forward deferred rendering lights
|
|
}
|
|
else
|
|
{
|
|
light_state->setLinearAttenuation(linatten);
|
|
light_state->setQuadraticAttenuation(0.f);
|
|
}
|
|
|
|
|
|
if (light->isLightSpotlight() // directional (spot-)light
|
|
&& (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
|
|
{
|
|
LLQuaternion quat = light->getRenderRotation();
|
|
LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
|
|
at_axis *= quat;
|
|
|
|
light_state->setSpotDirection(at_axis);
|
|
light_state->setSpotCutoff(90.f);
|
|
light_state->setSpotExponent(2.f);
|
|
|
|
LLVector3 spotParams = light->getSpotLightParams();
|
|
|
|
const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]);
|
|
light_state->setSpecular(specular);
|
|
}
|
|
else // omnidirectional (point) light
|
|
{
|
|
light_state->setSpotExponent(0.f);
|
|
light_state->setSpotCutoff(180.f);
|
|
|
|
// we use specular.z = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
|
|
const LLColor4 specular(0.f, 0.f, 1.f, 0.f);
|
|
light_state->setSpecular(specular);
|
|
}
|
|
cur_light++;
|
|
if (cur_light >= 8)
|
|
{
|
|
break; // safety
|
|
}
|
|
}
|
|
}
|
|
for ( ; cur_light < 8 ; cur_light++)
|
|
{
|
|
mHWLightColors[cur_light] = LLColor4::black;
|
|
LLLightState* light = gGL.getLight(cur_light);
|
|
light->setSunPrimary(true);
|
|
light->setDiffuse(LLColor4::black);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(LLColor4::black);
|
|
}
|
|
if (gAgentAvatarp &&
|
|
gAgentAvatarp->mSpecialRenderMode == 3)
|
|
{
|
|
LLColor4 light_color = LLColor4::white;
|
|
light_color.mV[3] = 0.0f;
|
|
|
|
LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
|
|
LLVector4 light_pos_gl(light_pos, 1.0f);
|
|
|
|
F32 light_radius = 16.f;
|
|
|
|
F32 x = 3.f;
|
|
float linatten = x / (light_radius); // % of brightness at radius
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
/*light_color.mV[0] = powf(light_color.mV[0], 2.2f);
|
|
light_color.mV[1] = powf(light_color.mV[1], 2.2f);
|
|
light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/
|
|
}
|
|
|
|
mHWLightColors[2] = light_color;
|
|
LLLightState* light = gGL.getLight(2);
|
|
|
|
light->setPosition(light_pos_gl);
|
|
light->setDiffuse(light_color);
|
|
light->setDiffuseB(light_color * 0.25f);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(LLColor4::black);
|
|
light->setQuadraticAttenuation(0.f);
|
|
light->setConstantAttenuation(0.f);
|
|
light->setLinearAttenuation(linatten);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
}
|
|
|
|
// Init GL state
|
|
if (!LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
|
|
for (S32 i = 0; i < 8; ++i)
|
|
{
|
|
gGL.getLight(i)->disable();
|
|
}
|
|
mLightMask = 0;
|
|
}
|
|
|
|
void LLPipeline::enableLights(U32 mask)
|
|
{
|
|
assertInitialized();
|
|
|
|
if (mLightingDetail == 0)
|
|
{
|
|
mask &= 0xf003; // sun and backlight only (and fullbright bit)
|
|
}
|
|
if (mLightMask != mask)
|
|
{
|
|
stop_glerror();
|
|
if (!mLightMask)
|
|
{
|
|
if (!LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
}
|
|
if (mask)
|
|
{
|
|
stop_glerror();
|
|
for (S32 i=0; i<8; i++)
|
|
{
|
|
LLLightState* light = gGL.getLight(i);
|
|
if (mask & (1<<i))
|
|
{
|
|
light->enable();
|
|
light->setDiffuse(mHWLightColors[i]);
|
|
}
|
|
else
|
|
{
|
|
light->disable();
|
|
light->setDiffuse(LLColor4::black);
|
|
}
|
|
}
|
|
stop_glerror();
|
|
}
|
|
else
|
|
{
|
|
if (!LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
}
|
|
mLightMask = mask;
|
|
stop_glerror();
|
|
}
|
|
}
|
|
|
|
void LLPipeline::enableLightsStatic()
|
|
{
|
|
assertInitialized();
|
|
U32 mask = 0x01; // Sun
|
|
if (mLightingDetail >= 2)
|
|
{
|
|
mask |= mLightMovingMask; // Hardware moving lights
|
|
}
|
|
else
|
|
{
|
|
mask |= 0xff & (~2); // Hardware local lights
|
|
}
|
|
enableLights(mask);
|
|
}
|
|
|
|
void LLPipeline::enableLightsDynamic()
|
|
{
|
|
assertInitialized();
|
|
U32 mask = 0xff & (~2); // Local lights
|
|
enableLights(mask);
|
|
|
|
if (isAgentAvatarValid() && getLightingDetail() <= 0)
|
|
{
|
|
if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
|
|
{
|
|
gPipeline.enableLightsAvatar();
|
|
}
|
|
else if (gAgentAvatarp->mSpecialRenderMode >= 1) // anim preview
|
|
{
|
|
gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::enableLightsAvatar()
|
|
{
|
|
U32 mask = 0xff; // All lights
|
|
setupAvatarLights(FALSE);
|
|
enableLights(mask);
|
|
}
|
|
|
|
void LLPipeline::enableLightsPreview()
|
|
{
|
|
disableLights();
|
|
|
|
if (!LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
LLColor4 ambient = PreviewAmbientColor;
|
|
gGL.setAmbientLightColor(ambient);
|
|
|
|
LLColor4 diffuse0 = PreviewDiffuse0;
|
|
LLColor4 specular0 = PreviewSpecular0;
|
|
LLColor4 diffuse1 = PreviewDiffuse1;
|
|
LLColor4 specular1 = PreviewSpecular1;
|
|
LLColor4 diffuse2 = PreviewDiffuse2;
|
|
LLColor4 specular2 = PreviewSpecular2;
|
|
|
|
LLVector3 dir0 = PreviewDirection0;
|
|
LLVector3 dir1 = PreviewDirection1;
|
|
LLVector3 dir2 = PreviewDirection2;
|
|
|
|
dir0.normVec();
|
|
dir1.normVec();
|
|
dir2.normVec();
|
|
|
|
LLVector4 light_pos(dir0, 0.0f);
|
|
|
|
LLLightState* light = gGL.getLight(1);
|
|
|
|
light->enable();
|
|
light->setPosition(light_pos);
|
|
light->setDiffuse(diffuse0);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(specular0);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
|
|
light_pos = LLVector4(dir1, 0.f);
|
|
|
|
light = gGL.getLight(2);
|
|
light->enable();
|
|
light->setPosition(light_pos);
|
|
light->setDiffuse(diffuse1);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(specular1);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
|
|
light_pos = LLVector4(dir2, 0.f);
|
|
light = gGL.getLight(3);
|
|
light->enable();
|
|
light->setPosition(light_pos);
|
|
light->setDiffuse(diffuse2);
|
|
light->setAmbient(LLColor4::black);
|
|
light->setSpecular(specular2);
|
|
light->setSpotExponent(0.f);
|
|
light->setSpotCutoff(180.f);
|
|
}
|
|
|
|
|
|
void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
|
|
{
|
|
U32 mask = 0x2002; // Avatar backlight only, set ambient
|
|
setupAvatarLights(TRUE);
|
|
enableLights(mask);
|
|
|
|
gGL.setAmbientLightColor(color);
|
|
}
|
|
|
|
void LLPipeline::enableLightsFullbright()
|
|
{
|
|
assertInitialized();
|
|
U32 mask = 0x1000; // Non-0 mask, set ambient
|
|
enableLights(mask);
|
|
}
|
|
|
|
void LLPipeline::disableLights()
|
|
{
|
|
enableLights(0); // no lighting (full bright)
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
class LLMenuItemGL;
|
|
class LLInvFVBridge;
|
|
struct cat_folder_pair;
|
|
class LLVOBranch;
|
|
class LLVOLeaf;
|
|
|
|
void LLPipeline::findReferences(LLDrawable *drawablep)
|
|
{
|
|
assertInitialized();
|
|
if (mLights.find(drawablep) != mLights.end())
|
|
{
|
|
LL_INFOS() << "In mLights" << LL_ENDL;
|
|
}
|
|
if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
|
|
{
|
|
LL_INFOS() << "In mMovedList" << LL_ENDL;
|
|
}
|
|
if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
|
|
{
|
|
LL_INFOS() << "In mShiftList" << LL_ENDL;
|
|
}
|
|
if (mRetexturedList.find(drawablep) != mRetexturedList.end())
|
|
{
|
|
LL_INFOS() << "In mRetexturedList" << LL_ENDL;
|
|
}
|
|
|
|
if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
|
|
{
|
|
LL_INFOS() << "In mBuildQ1" << LL_ENDL;
|
|
}
|
|
if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
|
|
{
|
|
LL_INFOS() << "In mBuildQ2" << LL_ENDL;
|
|
}
|
|
|
|
S32 count;
|
|
|
|
count = gObjectList.findReferences(drawablep);
|
|
if (count)
|
|
{
|
|
LL_INFOS() << "In other drawables: " << count << " references" << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
bool LLPipeline::verify()
|
|
{
|
|
bool ok = assertInitialized();
|
|
if (ok)
|
|
{
|
|
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
|
|
{
|
|
LLDrawPool *poolp = *iter;
|
|
if (!poolp->verify())
|
|
{
|
|
ok = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ok)
|
|
{
|
|
LL_WARNS() << "Pipeline verify failed!" << LL_ENDL;
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
//////////////////////////////
|
|
//
|
|
// Collision detection
|
|
//
|
|
//
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/**
|
|
* A method to compute a ray-AABB intersection.
|
|
* Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
|
|
* Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
|
|
* Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
|
|
*
|
|
* Hence this version is faster as well as more robust than the original one.
|
|
*
|
|
* Should work provided:
|
|
* 1) the integer representation of 0.0f is 0x00000000
|
|
* 2) the sign bit of the float is the most significant one
|
|
*
|
|
* Report bugs: p.terdiman@codercorner.com
|
|
*
|
|
* \param aabb [in] the axis-aligned bounding box
|
|
* \param origin [in] ray origin
|
|
* \param dir [in] ray direction
|
|
* \param coord [out] impact coordinates
|
|
* \return true if ray intersects AABB
|
|
*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//#define RAYAABB_EPSILON 0.00001f
|
|
#define IR(x) ((U32&)x)
|
|
|
|
bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
|
|
{
|
|
bool Inside = true;
|
|
LLVector3 MinB = center - size;
|
|
LLVector3 MaxB = center + size;
|
|
LLVector3 MaxT;
|
|
MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
|
|
|
|
// Find candidate planes.
|
|
for(U32 i=0;i<3;i++)
|
|
{
|
|
if(origin.mV[i] < MinB.mV[i])
|
|
{
|
|
coord.mV[i] = MinB.mV[i];
|
|
Inside = false;
|
|
|
|
// Calculate T distances to candidate planes
|
|
if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
|
|
}
|
|
else if(origin.mV[i] > MaxB.mV[i])
|
|
{
|
|
coord.mV[i] = MaxB.mV[i];
|
|
Inside = false;
|
|
|
|
// Calculate T distances to candidate planes
|
|
if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
|
|
}
|
|
}
|
|
|
|
// Ray origin inside bounding box
|
|
if(Inside)
|
|
{
|
|
coord = origin;
|
|
return true;
|
|
}
|
|
|
|
// Get largest of the maxT's for final choice of intersection
|
|
U32 WhichPlane = 0;
|
|
if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1;
|
|
if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2;
|
|
|
|
// Check final candidate actually inside box
|
|
if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
|
|
|
|
for(U32 i=0;i<3;i++)
|
|
{
|
|
if(i!=WhichPlane)
|
|
{
|
|
coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
|
|
if (epsilon > 0)
|
|
{
|
|
if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false;
|
|
}
|
|
else
|
|
{
|
|
if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false;
|
|
}
|
|
}
|
|
}
|
|
return true; // ray hits box
|
|
}
|
|
|
|
//////////////////////////////
|
|
//
|
|
// Macros, functions, and inline methods from other classes
|
|
//
|
|
//
|
|
|
|
void LLPipeline::setLight(LLDrawable *drawablep, bool is_light)
|
|
{
|
|
if (drawablep && assertInitialized())
|
|
{
|
|
if (is_light)
|
|
{
|
|
mLights.insert(drawablep);
|
|
drawablep->setState(LLDrawable::LIGHT);
|
|
}
|
|
else
|
|
{
|
|
drawablep->clearState(LLDrawable::LIGHT);
|
|
mLights.erase(drawablep);
|
|
}
|
|
}
|
|
}
|
|
|
|
//static
|
|
void LLPipeline::toggleRenderType(U32 type)
|
|
{
|
|
gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
|
|
if (type == LLPipeline::RENDER_TYPE_WATER)
|
|
{
|
|
gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
|
|
}
|
|
}
|
|
|
|
//static
|
|
void LLPipeline::toggleRenderTypeControl(U32 type)
|
|
{
|
|
U32 bit = (1<<type);
|
|
if (gPipeline.hasRenderType(type))
|
|
{
|
|
LL_INFOS() << "Toggling render type mask " << std::hex << bit << " off" << std::dec << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
LL_INFOS() << "Toggling render type mask " << std::hex << bit << " on" << std::dec << LL_ENDL;
|
|
}
|
|
gPipeline.toggleRenderType(type);
|
|
}
|
|
|
|
//static
|
|
bool LLPipeline::hasRenderTypeControl(U32 type)
|
|
{
|
|
return gPipeline.hasRenderType(type);
|
|
}
|
|
|
|
// Allows UI items labeled "Hide foo" instead of "Show foo"
|
|
//static
|
|
bool LLPipeline::toggleRenderTypeControlNegated(S32 type)
|
|
{
|
|
return !gPipeline.hasRenderType(type);
|
|
}
|
|
|
|
//static
|
|
void LLPipeline::toggleRenderDebug(U64 bit)
|
|
{
|
|
if (gPipeline.hasRenderDebugMask(bit))
|
|
{
|
|
LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << LL_ENDL;
|
|
}
|
|
else
|
|
{
|
|
LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << LL_ENDL;
|
|
}
|
|
gPipeline.mRenderDebugMask ^= bit;
|
|
}
|
|
|
|
|
|
//static
|
|
bool LLPipeline::toggleRenderDebugControl(U64 bit)
|
|
{
|
|
return gPipeline.hasRenderDebugMask(bit);
|
|
}
|
|
|
|
//static
|
|
void LLPipeline::toggleRenderDebugFeature(U32 bit)
|
|
{
|
|
gPipeline.mRenderDebugFeatureMask ^= bit;
|
|
}
|
|
|
|
|
|
//static
|
|
bool LLPipeline::toggleRenderDebugFeatureControl(U32 bit)
|
|
{
|
|
return gPipeline.hasRenderDebugFeatureMask(bit);
|
|
}
|
|
|
|
void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value)
|
|
{
|
|
if (value)
|
|
{
|
|
gPipeline.mRenderDebugFeatureMask |= bit;
|
|
}
|
|
else
|
|
{
|
|
gPipeline.mRenderDebugFeatureMask &= !bit;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::pushRenderDebugFeatureMask()
|
|
{
|
|
mRenderDebugFeatureStack.push(mRenderDebugFeatureMask);
|
|
}
|
|
|
|
void LLPipeline::popRenderDebugFeatureMask()
|
|
{
|
|
if (mRenderDebugFeatureStack.empty())
|
|
{
|
|
LL_ERRS() << "Depleted render feature stack." << LL_ENDL;
|
|
}
|
|
|
|
mRenderDebugFeatureMask = mRenderDebugFeatureStack.top();
|
|
mRenderDebugFeatureStack.pop();
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderScriptedBeacons(bool val)
|
|
{
|
|
sRenderScriptedBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderScriptedBeacons()
|
|
{
|
|
sRenderScriptedBeacons = !sRenderScriptedBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderScriptedBeacons()
|
|
{
|
|
return sRenderScriptedBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderScriptedTouchBeacons(bool val)
|
|
{
|
|
sRenderScriptedTouchBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderScriptedTouchBeacons()
|
|
{
|
|
sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderScriptedTouchBeacons()
|
|
{
|
|
return sRenderScriptedTouchBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderMOAPBeacons(bool val)
|
|
{
|
|
sRenderMOAPBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderMOAPBeacons()
|
|
{
|
|
sRenderMOAPBeacons = !sRenderMOAPBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderMOAPBeacons()
|
|
{
|
|
return sRenderMOAPBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderPhysicalBeacons(bool val)
|
|
{
|
|
sRenderPhysicalBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderPhysicalBeacons()
|
|
{
|
|
sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderPhysicalBeacons()
|
|
{
|
|
return sRenderPhysicalBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderParticleBeacons(bool val)
|
|
{
|
|
sRenderParticleBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderParticleBeacons()
|
|
{
|
|
sRenderParticleBeacons = !sRenderParticleBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderParticleBeacons()
|
|
{
|
|
return sRenderParticleBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderSoundBeacons(bool val)
|
|
{
|
|
sRenderSoundBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderSoundBeacons()
|
|
{
|
|
sRenderSoundBeacons = !sRenderSoundBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderSoundBeacons()
|
|
{
|
|
return sRenderSoundBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderBeacons(bool val)
|
|
{
|
|
sRenderBeacons = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderBeacons()
|
|
{
|
|
sRenderBeacons = !sRenderBeacons;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderBeacons()
|
|
{
|
|
return sRenderBeacons;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderHighlights(bool val)
|
|
{
|
|
sRenderHighlight = val;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::toggleRenderHighlights()
|
|
{
|
|
sRenderHighlight = !sRenderHighlight;
|
|
}
|
|
|
|
// static
|
|
bool LLPipeline::getRenderHighlights()
|
|
{
|
|
return sRenderHighlight;
|
|
}
|
|
|
|
// static
|
|
void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel)
|
|
{
|
|
sRenderHighlightTextureChannel = channel;
|
|
}
|
|
|
|
LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
|
|
S32* face_hit)
|
|
{
|
|
LLVector4a local_end = end;
|
|
|
|
LLVector4a position;
|
|
|
|
LLDrawable* drawable = NULL;
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE);
|
|
if (part && hasRenderType(part->mDrawableType))
|
|
{
|
|
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, TRUE, FALSE, face_hit, &position, NULL, NULL, NULL);
|
|
if (hit)
|
|
{
|
|
drawable = hit;
|
|
local_end = position;
|
|
}
|
|
}
|
|
}
|
|
|
|
LLVOPartGroup* ret = NULL;
|
|
if (drawable)
|
|
{
|
|
//make sure we're returning an LLVOPartGroup
|
|
llassert(drawable->getVObj()->getPCode() == LLViewerObject::LL_VO_PART_GROUP);
|
|
ret = (LLVOPartGroup*) drawable->getVObj().get();
|
|
}
|
|
|
|
if (intersection)
|
|
{
|
|
*intersection = position;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
|
|
bool pick_transparent,
|
|
bool pick_rigged,
|
|
S32* face_hit,
|
|
LLVector4a* intersection, // return the intersection point
|
|
LLVector2* tex_coord, // return the texture coordinates of the intersection point
|
|
LLVector4a* normal, // return the surface normal at the intersection point
|
|
LLVector4a* tangent // return the surface tangent at the intersection point
|
|
)
|
|
{
|
|
LLDrawable* drawable = NULL;
|
|
|
|
LLVector4a local_end = end;
|
|
|
|
LLVector4a position;
|
|
|
|
sPickAvatar = false; //! LLToolMgr::getInstance()->inBuildMode();
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
|
|
{
|
|
if ((j == LLViewerRegion::PARTITION_VOLUME) ||
|
|
(j == LLViewerRegion::PARTITION_BRIDGE) ||
|
|
(j == LLViewerRegion::PARTITION_CONTROL_AV) ||
|
|
(j == LLViewerRegion::PARTITION_TERRAIN) ||
|
|
(j == LLViewerRegion::PARTITION_TREE) ||
|
|
(j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(j);
|
|
if (part && hasRenderType(part->mDrawableType))
|
|
{
|
|
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
|
|
if (hit)
|
|
{
|
|
drawable = hit;
|
|
local_end = position;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!sPickAvatar)
|
|
{
|
|
//save hit info in case we need to restore
|
|
//due to attachment override
|
|
LLVector4a local_normal;
|
|
LLVector4a local_tangent;
|
|
LLVector2 local_texcoord;
|
|
S32 local_face_hit = -1;
|
|
|
|
if (face_hit)
|
|
{
|
|
local_face_hit = *face_hit;
|
|
}
|
|
if (tex_coord)
|
|
{
|
|
local_texcoord = *tex_coord;
|
|
}
|
|
if (tangent)
|
|
{
|
|
local_tangent = *tangent;
|
|
}
|
|
else
|
|
{
|
|
local_tangent.clear();
|
|
}
|
|
if (normal)
|
|
{
|
|
local_normal = *normal;
|
|
}
|
|
else
|
|
{
|
|
local_normal.clear();
|
|
}
|
|
|
|
const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
|
|
|
|
//check against avatars
|
|
sPickAvatar = true;
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR);
|
|
if (part && hasRenderType(part->mDrawableType))
|
|
{
|
|
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
|
|
if (hit)
|
|
{
|
|
LLVector4a delta;
|
|
delta.setSub(position, local_end);
|
|
|
|
if (!drawable ||
|
|
!drawable->getVObj()->isAttachment() ||
|
|
delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST)
|
|
{ //avatar overrides if previously hit drawable is not an attachment or
|
|
//attachment is far enough away from detected intersection
|
|
drawable = hit;
|
|
local_end = position;
|
|
}
|
|
else
|
|
{ //prioritize attachments over avatars
|
|
position = local_end;
|
|
|
|
if (face_hit)
|
|
{
|
|
*face_hit = local_face_hit;
|
|
}
|
|
if (tex_coord)
|
|
{
|
|
*tex_coord = local_texcoord;
|
|
}
|
|
if (tangent)
|
|
{
|
|
*tangent = local_tangent;
|
|
}
|
|
if (normal)
|
|
{
|
|
*normal = local_normal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//check all avatar nametags (silly, isn't it?)
|
|
for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
|
|
iter != LLCharacter::sInstances.end();
|
|
++iter)
|
|
{
|
|
LLVOAvatar* av = (LLVOAvatar*) *iter;
|
|
if (av->mNameText.notNull()
|
|
&& av->mNameText->lineSegmentIntersect(start, local_end, position))
|
|
{
|
|
drawable = av->mDrawable;
|
|
local_end = position;
|
|
}
|
|
}
|
|
|
|
if (intersection)
|
|
{
|
|
*intersection = position;
|
|
}
|
|
|
|
return drawable ? drawable->getVObj().get() : NULL;
|
|
}
|
|
|
|
LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
|
|
bool pick_transparent,
|
|
S32* face_hit,
|
|
LLVector4a* intersection, // return the intersection point
|
|
LLVector2* tex_coord, // return the texture coordinates of the intersection point
|
|
LLVector4a* normal, // return the surface normal at the intersection point
|
|
LLVector4a* tangent // return the surface tangent at the intersection point
|
|
)
|
|
{
|
|
LLDrawable* drawable = NULL;
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
|
|
bool toggle = false;
|
|
if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{
|
|
toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
toggle = true;
|
|
}
|
|
|
|
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD);
|
|
if (part)
|
|
{
|
|
LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, FALSE, face_hit, intersection, tex_coord, normal, tangent);
|
|
if (hit)
|
|
{
|
|
drawable = hit;
|
|
}
|
|
}
|
|
|
|
if (toggle)
|
|
{
|
|
toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
}
|
|
}
|
|
return drawable ? drawable->getVObj().get() : NULL;
|
|
}
|
|
|
|
LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
|
|
{
|
|
if (vobj)
|
|
{
|
|
LLViewerRegion* region = vobj->getRegion();
|
|
if (region)
|
|
{
|
|
return region->getSpatialPartition(vobj->getPartitionType());
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
|
|
{
|
|
if (!drawable)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (S32 i = 0; i < drawable->getNumFaces(); i++)
|
|
{
|
|
LLFace* facep = drawable->getFace(i);
|
|
if (facep)
|
|
{
|
|
facep->clearVertexBuffer();
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::resetVertexBuffers()
|
|
{
|
|
mResetVertexBuffers = true;
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_RESET_VB("Reset VB");
|
|
|
|
void LLPipeline::doResetVertexBuffers(bool forced)
|
|
{
|
|
if (!mResetVertexBuffers)
|
|
{
|
|
return;
|
|
}
|
|
if(!forced && LLSpatialPartition::sTeleportRequested)
|
|
{
|
|
if(gAgent.getTeleportState() != LLAgent::TELEPORT_NONE)
|
|
{
|
|
return; //wait for teleporting to finish
|
|
}
|
|
else
|
|
{
|
|
//teleporting aborted
|
|
LLSpatialPartition::sTeleportRequested = FALSE;
|
|
mResetVertexBuffers = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_RESET_VB);
|
|
mResetVertexBuffers = false;
|
|
|
|
mCubeVB = NULL;
|
|
|
|
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
|
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
|
{
|
|
LLViewerRegion* region = *iter;
|
|
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
|
{
|
|
LLSpatialPartition* part = region->getSpatialPartition(i);
|
|
if (part)
|
|
{
|
|
part->resetVertexBuffers();
|
|
}
|
|
}
|
|
}
|
|
if(LLSpatialPartition::sTeleportRequested)
|
|
{
|
|
LLSpatialPartition::sTeleportRequested = FALSE;
|
|
|
|
LLWorld::getInstance()->clearAllVisibleObjects();
|
|
clearRebuildDrawables();
|
|
}
|
|
|
|
resetDrawOrders();
|
|
|
|
gSky.resetVertexBuffers();
|
|
|
|
LLVOPartGroup::destroyGL();
|
|
|
|
if ( LLPathingLib::getInstance() )
|
|
{
|
|
LLPathingLib::getInstance()->cleanupVBOManager();
|
|
}
|
|
LLVOPartGroup::destroyGL();
|
|
|
|
SUBSYSTEM_CLEANUP(LLVertexBuffer);
|
|
|
|
//delete all name pool caches
|
|
LLGLNamePool::cleanupPools();
|
|
|
|
|
|
|
|
if (LLVertexBuffer::sGLCount > 0)
|
|
{
|
|
LL_WARNS() << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << LL_ENDL;
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
updateRenderBump();
|
|
updateRenderDeferred();
|
|
|
|
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
|
|
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
|
|
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
|
|
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
|
|
LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
|
|
LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
|
|
sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
|
|
sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
|
|
LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
|
|
|
|
LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
|
|
|
|
LLVOPartGroup::restoreGL();
|
|
}
|
|
|
|
void LLPipeline::renderObjects(U32 type, U32 mask, bool texture, bool batch_texture)
|
|
{
|
|
assertInitialized();
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
mSimplePool->pushBatches(type, mask, texture, batch_texture);
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
}
|
|
|
|
void LLPipeline::renderMaskedObjects(U32 type, U32 mask, bool texture, bool batch_texture)
|
|
{
|
|
assertInitialized();
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
mAlphaMaskPool->pushMaskBatches(type, mask, texture, batch_texture);
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
}
|
|
|
|
void LLPipeline::renderFullbrightMaskedObjects(U32 type, U32 mask, bool texture, bool batch_texture)
|
|
{
|
|
assertInitialized();
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
mFullbrightAlphaMaskPool->pushMaskBatches(type, mask, texture, batch_texture);
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGLLastMatrix = NULL;
|
|
}
|
|
|
|
void apply_cube_face_rotation(U32 face)
|
|
{
|
|
switch (face)
|
|
{
|
|
case 0:
|
|
gGL.rotatef(90.f, 0, 1, 0);
|
|
gGL.rotatef(180.f, 1, 0, 0);
|
|
break;
|
|
case 2:
|
|
gGL.rotatef(-90.f, 1, 0, 0);
|
|
break;
|
|
case 4:
|
|
gGL.rotatef(180.f, 0, 1, 0);
|
|
gGL.rotatef(180.f, 0, 0, 1);
|
|
break;
|
|
case 1:
|
|
gGL.rotatef(-90.f, 0, 1, 0);
|
|
gGL.rotatef(180.f, 1, 0, 0);
|
|
break;
|
|
case 3:
|
|
gGL.rotatef(90, 1, 0, 0);
|
|
break;
|
|
case 5:
|
|
gGL.rotatef(180, 0, 0, 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void validate_framebuffer_object()
|
|
{
|
|
GLenum status;
|
|
status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
|
|
switch(status)
|
|
{
|
|
case GL_FRAMEBUFFER_COMPLETE:
|
|
//framebuffer OK, no error.
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
// frame buffer not OK: probably means unsupported depth buffer format
|
|
LL_ERRS() << "Framebuffer Incomplete Missing Attachment." << LL_ENDL;
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
// frame buffer not OK: probably means unsupported depth buffer format
|
|
LL_ERRS() << "Framebuffer Incomplete Attachment." << LL_ENDL;
|
|
break;
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
/* choose different formats */
|
|
LL_ERRS() << "Framebuffer unsupported." << LL_ENDL;
|
|
break;
|
|
default:
|
|
LL_ERRS() << "Unknown framebuffer status." << LL_ENDL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::bindScreenToTexture()
|
|
{
|
|
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom");
|
|
|
|
void LLPipeline::renderFinalize()
|
|
{
|
|
LLVertexBuffer::unbind();
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
|
|
assertInitialized();
|
|
|
|
if (gUseWireframe)
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
|
|
LLVector2 tc1(0, 0);
|
|
LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2);
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
|
|
gGL.color4f(1, 1, 1, 1);
|
|
LLGLDepthTest depth(GL_FALSE);
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDisable cull(GL_CULL_FACE);
|
|
|
|
enableLightsFullbright();
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
LLGLDisable test(GL_ALPHA_TEST);
|
|
|
|
gGL.setColorMask(true, true);
|
|
glClearColor(0, 0, 0, 0);
|
|
|
|
if (sRenderGlow)
|
|
{
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
|
|
mGlow[2].bindTarget();
|
|
mGlow[2].clear();
|
|
}
|
|
|
|
gGlowExtractProgram.bind();
|
|
F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
|
|
F32 maxAlpha = RenderGlowMaxExtractAlpha;
|
|
F32 warmthAmount = RenderGlowWarmthAmount;
|
|
LLVector3 lumWeights = RenderGlowLumWeights;
|
|
LLVector3 warmthWeights = RenderGlowWarmthWeights;
|
|
|
|
gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
|
|
gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
|
|
gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1],
|
|
lumWeights.mV[2]);
|
|
gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1],
|
|
warmthWeights.mV[2]);
|
|
gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
|
|
LLGLEnable blend_on(GL_BLEND);
|
|
LLGLEnable test(GL_ALPHA_TEST);
|
|
|
|
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
|
|
|
|
mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT);
|
|
|
|
gGL.color4f(1, 1, 1, 1);
|
|
gPipeline.enableLightsFullbright();
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
|
|
gGL.getTexUnit(0)->unbind(mScreen.getUsage());
|
|
|
|
mGlow[2].flush();
|
|
|
|
tc1.setVec(0, 0);
|
|
tc2.setVec(2, 2);
|
|
|
|
// power of two between 1 and 1024
|
|
U32 glowResPow = RenderGlowResolutionPow;
|
|
const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow));
|
|
|
|
S32 kernel = RenderGlowIterations * 2;
|
|
F32 delta = RenderGlowWidth / glow_res;
|
|
// Use half the glow width if we have the res set to less than 9 so that it looks
|
|
// almost the same in either case.
|
|
if (glowResPow < 9)
|
|
{
|
|
delta *= 0.5f;
|
|
}
|
|
F32 strength = RenderGlowStrength;
|
|
|
|
gGlowProgram.bind();
|
|
gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
|
|
|
|
for (S32 i = 0; i < kernel; i++)
|
|
{
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
|
|
mGlow[i % 2].bindTarget();
|
|
mGlow[i % 2].clear();
|
|
}
|
|
|
|
if (i == 0)
|
|
{
|
|
gGL.getTexUnit(0)->bind(&mGlow[2]);
|
|
}
|
|
else
|
|
{
|
|
gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]);
|
|
}
|
|
|
|
if (i % 2 == 0)
|
|
{
|
|
gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
|
|
}
|
|
else
|
|
{
|
|
gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
|
|
}
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
|
|
mGlow[i % 2].flush();
|
|
}
|
|
|
|
gGlowProgram.unbind();
|
|
}
|
|
else // !sRenderGlow, skip the glow ping-pong and just clear the result target
|
|
{
|
|
mGlow[1].bindTarget();
|
|
mGlow[1].clear();
|
|
mGlow[1].flush();
|
|
}
|
|
|
|
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
|
|
gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
|
|
gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
|
|
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
|
|
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
|
|
|
|
tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight());
|
|
|
|
gGL.flush();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
|
|
bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
|
|
(RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
|
|
RenderDepthOfField;
|
|
|
|
bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
|
|
|
|
gViewerWindow->setup3DViewport();
|
|
|
|
if (dof_enabled)
|
|
{
|
|
LLGLSLShader *shader = &gDeferredPostProgram;
|
|
LLGLDisable blend(GL_BLEND);
|
|
|
|
// depth of field focal plane calculations
|
|
static F32 current_distance = 16.f;
|
|
static F32 start_distance = 16.f;
|
|
static F32 transition_time = 1.f;
|
|
|
|
LLVector3 focus_point;
|
|
|
|
LLViewerObject *obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
|
|
if (obj && obj->mDrawable && obj->isSelected())
|
|
{ // focus on selected media object
|
|
S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
|
|
if (obj && obj->mDrawable)
|
|
{
|
|
LLFace *face = obj->mDrawable->getFace(face_idx);
|
|
if (face)
|
|
{
|
|
focus_point = face->getPositionAgent();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (focus_point.isExactlyZero())
|
|
{
|
|
if (LLViewerJoystick::getInstance()->getOverrideCamera())
|
|
{ // focus on point under cursor
|
|
focus_point.set(gDebugRaycastIntersection.getF32ptr());
|
|
}
|
|
else if (gAgentCamera.cameraMouselook())
|
|
{ // focus on point under mouselook crosshairs
|
|
LLVector4a result;
|
|
result.clear();
|
|
|
|
gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, NULL, &result);
|
|
|
|
focus_point.set(result.getF32ptr());
|
|
}
|
|
else
|
|
{
|
|
// focus on alt-zoom target
|
|
LLViewerRegion *region = gAgent.getRegion();
|
|
if (region)
|
|
{
|
|
focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal());
|
|
}
|
|
}
|
|
}
|
|
|
|
LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
|
|
F32 target_distance = 16.f;
|
|
if (!focus_point.isExactlyZero())
|
|
{
|
|
target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye);
|
|
}
|
|
|
|
if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f)
|
|
{ // large shift happened, interpolate smoothly to new target distance
|
|
transition_time = 0.f;
|
|
start_distance = current_distance;
|
|
}
|
|
else if (transition_time < 1.f)
|
|
{ // currently in a transition, continue interpolating
|
|
transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value();
|
|
transition_time = llmin(transition_time, 1.f);
|
|
|
|
F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f;
|
|
current_distance = start_distance + (target_distance - start_distance) * t;
|
|
}
|
|
else
|
|
{ // small or no change, just snap to target distance
|
|
current_distance = target_distance;
|
|
}
|
|
|
|
// convert to mm
|
|
F32 subject_distance = current_distance * 1000.f;
|
|
F32 fnumber = CameraFNumber;
|
|
F32 default_focal_length = CameraFocalLength;
|
|
|
|
F32 fov = LLViewerCamera::getInstance()->getView();
|
|
|
|
const F32 default_fov = CameraFieldOfView * F_PI / 180.f;
|
|
|
|
// F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
|
|
|
|
F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f);
|
|
|
|
F32 focal_length = dv / (2 * tanf(fov / 2.f));
|
|
|
|
// F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
|
|
|
|
// from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
|
|
// where N = fnumber
|
|
// s2 = dot distance
|
|
// s1 = subject distance
|
|
// f = focal length
|
|
//
|
|
|
|
F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length));
|
|
blur_constant /= 1000.f; // convert to meters for shader
|
|
F32 magnification = focal_length / (subject_distance - focal_length);
|
|
|
|
{ // build diffuse+bloom+CoF
|
|
mDeferredLight.bindTarget();
|
|
shader = &gDeferredCoFProgram;
|
|
|
|
bindDeferredShader(*shader);
|
|
|
|
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
|
|
if (channel > -1)
|
|
{
|
|
mScreen.bindTexture(0, channel);
|
|
}
|
|
|
|
shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f);
|
|
shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
|
|
shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle));
|
|
shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
|
|
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
|
|
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
|
|
unbindDeferredShader(*shader);
|
|
mDeferredLight.flush();
|
|
}
|
|
|
|
U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale);
|
|
U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale);
|
|
|
|
{ // perform DoF sampling at half-res (preserve alpha channel)
|
|
mScreen.bindTarget();
|
|
glViewport(0, 0, dof_width, dof_height);
|
|
gGL.setColorMask(true, false);
|
|
|
|
shader = &gDeferredPostProgram;
|
|
bindDeferredShader(*shader);
|
|
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
|
|
if (channel > -1)
|
|
{
|
|
mDeferredLight.bindTexture(0, channel);
|
|
}
|
|
|
|
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
|
|
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
|
|
unbindDeferredShader(*shader);
|
|
mScreen.flush();
|
|
gGL.setColorMask(true, true);
|
|
}
|
|
|
|
{ // combine result based on alpha
|
|
if (multisample)
|
|
{
|
|
mDeferredLight.bindTarget();
|
|
glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
|
|
}
|
|
else
|
|
{
|
|
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
|
|
gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
|
|
gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
|
|
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
|
|
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
|
|
}
|
|
|
|
shader = &gDeferredDoFCombineProgram;
|
|
bindDeferredShader(*shader);
|
|
|
|
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
|
|
if (channel > -1)
|
|
{
|
|
mScreen.bindTexture(0, channel);
|
|
}
|
|
|
|
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
|
|
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
|
|
shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1);
|
|
shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1);
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
|
|
unbindDeferredShader(*shader);
|
|
|
|
if (multisample)
|
|
{
|
|
mDeferredLight.flush();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (multisample)
|
|
{
|
|
mDeferredLight.bindTarget();
|
|
}
|
|
LLGLSLShader *shader = &gDeferredPostNoDoFProgram;
|
|
|
|
bindDeferredShader(*shader);
|
|
|
|
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
|
|
if (channel > -1)
|
|
{
|
|
mScreen.bindTexture(0, channel);
|
|
}
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
|
|
unbindDeferredShader(*shader);
|
|
|
|
if (multisample)
|
|
{
|
|
mDeferredLight.flush();
|
|
}
|
|
}
|
|
|
|
if (multisample)
|
|
{
|
|
// bake out texture2D with RGBL for FXAA shader
|
|
mFXAABuffer.bindTarget();
|
|
|
|
S32 width = mScreen.getWidth();
|
|
S32 height = mScreen.getHeight();
|
|
glViewport(0, 0, width, height);
|
|
|
|
LLGLSLShader *shader = &gGlowCombineFXAAProgram;
|
|
|
|
shader->bind();
|
|
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
|
|
|
|
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
|
|
if (channel > -1)
|
|
{
|
|
mDeferredLight.bindTexture(0, channel);
|
|
}
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.vertex2f(-1, -1);
|
|
gGL.vertex2f(-1, 3);
|
|
gGL.vertex2f(3, -1);
|
|
gGL.end();
|
|
|
|
gGL.flush();
|
|
|
|
shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
|
|
shader->unbind();
|
|
|
|
mFXAABuffer.flush();
|
|
|
|
shader = &gFXAAProgram;
|
|
shader->bind();
|
|
|
|
channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
|
|
if (channel > -1)
|
|
{
|
|
mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
|
|
}
|
|
|
|
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
|
|
gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
|
|
gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
|
|
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
|
|
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
|
|
|
|
F32 scale_x = (F32) width / mFXAABuffer.getWidth();
|
|
F32 scale_y = (F32) height / mFXAABuffer.getHeight();
|
|
shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
|
|
shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y);
|
|
shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y,
|
|
0.5f / width * scale_x, 0.5f / height * scale_y);
|
|
shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y,
|
|
2.f / width * scale_x, 2.f / height * scale_y);
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.vertex2f(-1, -1);
|
|
gGL.vertex2f(-1, 3);
|
|
gGL.vertex2f(3, -1);
|
|
gGL.end();
|
|
|
|
gGL.flush();
|
|
shader->unbind();
|
|
}
|
|
}
|
|
else // not deferred
|
|
{
|
|
U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
|
|
LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
|
|
buff->allocateBuffer(3, 0, TRUE);
|
|
|
|
LLStrider<LLVector3> v;
|
|
LLStrider<LLVector2> uv1;
|
|
LLStrider<LLVector2> uv2;
|
|
|
|
buff->getVertexStrider(v);
|
|
buff->getTexCoord0Strider(uv1);
|
|
buff->getTexCoord1Strider(uv2);
|
|
|
|
uv1[0] = LLVector2(0, 0);
|
|
uv1[1] = LLVector2(0, 2);
|
|
uv1[2] = LLVector2(2, 0);
|
|
|
|
uv2[0] = LLVector2(0, 0);
|
|
uv2[1] = LLVector2(0, tc2.mV[1] * 2.f);
|
|
uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0);
|
|
|
|
v[0] = LLVector3(-1, -1, 0);
|
|
v[1] = LLVector3(-1, 3, 0);
|
|
v[2] = LLVector3(3, -1, 0);
|
|
|
|
buff->flush();
|
|
|
|
LLGLDisable blend(GL_BLEND);
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gGlowCombineProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
// tex unit 0
|
|
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
|
|
// tex unit 1
|
|
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR,
|
|
LLTexUnit::TBS_PREV_COLOR);
|
|
}
|
|
|
|
gGL.getTexUnit(0)->bind(&mGlow[1]);
|
|
gGL.getTexUnit(1)->bind(&mScreen);
|
|
|
|
LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
|
|
|
|
buff->setBuffer(mask);
|
|
buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gGlowCombineProgram.unbind();
|
|
}
|
|
else
|
|
{
|
|
gGL.getTexUnit(1)->disable();
|
|
gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
|
}
|
|
}
|
|
|
|
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
|
|
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gSplatTextureRectProgram.bind();
|
|
}
|
|
|
|
gGL.setColorMask(true, false);
|
|
|
|
LLVector2 tc1(0, 0);
|
|
LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2,
|
|
(F32) gViewerWindow->getWorldViewHeightRaw() * 2);
|
|
|
|
LLGLEnable blend(GL_BLEND);
|
|
gGL.color4f(1, 1, 1, 0.75f);
|
|
|
|
gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
|
|
|
|
gGL.begin(LLRender::TRIANGLES);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1, -1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1, 3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3, -1);
|
|
|
|
gGL.end();
|
|
gGL.flush();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gSplatTextureRectProgram.unbind();
|
|
}
|
|
}
|
|
|
|
if (LLRenderTarget::sUseFBO)
|
|
{ // copy depth buffer from mScreen to framebuffer
|
|
LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0,
|
|
mScreen.getWidth(), mScreen.getHeight(),
|
|
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");
|
|
|
|
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_BIND_DEFERRED);
|
|
|
|
LLRenderTarget* deferred_target = &mDeferredScreen;
|
|
LLRenderTarget* deferred_depth_target = &mDeferredDepth;
|
|
LLRenderTarget* deferred_light_target = &mDeferredLight;
|
|
|
|
shader.bind();
|
|
S32 channel = 0;
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
|
|
if (channel > -1)
|
|
{
|
|
deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
|
|
if (channel > -1)
|
|
{
|
|
deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
|
|
if (channel > -1)
|
|
{
|
|
deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
|
|
if (channel > -1)
|
|
{
|
|
gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE);
|
|
stop_glerror();
|
|
}
|
|
|
|
glh::matrix4f projection = get_current_projection();
|
|
glh::matrix4f inv_proj = projection.inverse();
|
|
|
|
if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1)
|
|
{
|
|
shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
|
|
}
|
|
|
|
if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)
|
|
{
|
|
shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
|
|
(F32) gGLViewport[1],
|
|
(F32) gGLViewport[2],
|
|
(F32) gGLViewport[3]);
|
|
}
|
|
|
|
if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX))
|
|
{
|
|
shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, FALSE, mReflectionModelView.m);
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
|
|
if (channel > -1)
|
|
{
|
|
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
|
|
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
|
|
if (channel > -1)
|
|
{
|
|
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
|
|
}
|
|
|
|
stop_glerror();
|
|
|
|
light_target = light_target ? light_target : deferred_light_target;
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage());
|
|
if (channel > -1)
|
|
{
|
|
light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
|
|
if (channel > -1)
|
|
{
|
|
mGlow[1].bindTexture(0, channel);
|
|
}
|
|
|
|
stop_glerror();
|
|
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
LLRenderTarget* shadow_target = getShadowTarget(i);
|
|
if (shadow_target)
|
|
{
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
|
|
stop_glerror();
|
|
if (channel > -1)
|
|
{
|
|
stop_glerror();
|
|
gGL.getTexUnit(channel)->bind(getShadowTarget(i), TRUE);
|
|
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
|
|
gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
|
|
stop_glerror();
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
|
stop_glerror();
|
|
}
|
|
}
|
|
}
|
|
|
|
for (U32 i = 4; i < 6; i++)
|
|
{
|
|
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i);
|
|
stop_glerror();
|
|
if (channel > -1)
|
|
{
|
|
stop_glerror();
|
|
LLRenderTarget* shadow_target = getShadowTarget(i);
|
|
if (shadow_target)
|
|
{
|
|
gGL.getTexUnit(channel)->bind(shadow_target, TRUE);
|
|
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
|
|
gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
|
|
stop_glerror();
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
|
stop_glerror();
|
|
}
|
|
}
|
|
}
|
|
|
|
stop_glerror();
|
|
|
|
F32 mat[16*6];
|
|
for (U32 i = 0; i < 16; i++)
|
|
{
|
|
mat[i] = mSunShadowMatrix[0].m[i];
|
|
mat[i+16] = mSunShadowMatrix[1].m[i];
|
|
mat[i+32] = mSunShadowMatrix[2].m[i];
|
|
mat[i+48] = mSunShadowMatrix[3].m[i];
|
|
mat[i+64] = mSunShadowMatrix[4].m[i];
|
|
mat[i+80] = mSunShadowMatrix[5].m[i];
|
|
}
|
|
|
|
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
|
|
|
|
stop_glerror();
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
|
|
if (channel > -1)
|
|
{
|
|
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
|
|
if (cube_map)
|
|
{
|
|
cube_map->enable(channel);
|
|
cube_map->bind();
|
|
F32* m = gGLModelView;
|
|
|
|
F32 mat[] = { m[0], m[1], m[2],
|
|
m[4], m[5], m[6],
|
|
m[8], m[9], m[10] };
|
|
|
|
shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat);
|
|
}
|
|
}
|
|
|
|
if (gAtmosphere)
|
|
{
|
|
// bind precomputed textures necessary for calculating sun and sky luminance
|
|
channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE);
|
|
if (channel > -1)
|
|
{
|
|
shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
|
|
if (channel > -1)
|
|
{
|
|
shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
|
|
if (channel > -1)
|
|
{
|
|
shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
|
|
}
|
|
|
|
channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE);
|
|
if (channel > -1)
|
|
{
|
|
shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
|
|
}
|
|
}
|
|
|
|
shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
|
|
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
|
|
|
|
F32 ssao_factor = RenderSSAOFactor;
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
|
|
|
|
LLVector3 ssao_effect = RenderSSAOEffect;
|
|
F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
|
|
F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
|
|
// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
|
|
// value factor, and scales remainder by saturation factor
|
|
F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
|
|
matrix_nondiag, matrix_diag, matrix_nondiag,
|
|
matrix_nondiag, matrix_nondiag, matrix_diag};
|
|
shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
|
|
|
|
//F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
|
|
F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
|
|
F32 shadow_bias = RenderShadowBias + shadow_bias_error;
|
|
|
|
shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight());
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
|
|
shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
|
|
|
|
shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
|
|
shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
|
|
shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
|
|
shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
|
|
shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
|
|
|
|
if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
|
|
{
|
|
glh::matrix4f norm_mat = get_current_modelview().inverse().transpose();
|
|
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
|
|
}
|
|
|
|
shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV);
|
|
shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV);
|
|
|
|
LLEnvironment& environment = LLEnvironment::instance();
|
|
LLSettingsSky::ptr_t sky = environment.getCurrentSky();
|
|
|
|
static_cast<LLSettingsVOSky*>(sky.get())->updateShader(&shader);
|
|
}
|
|
|
|
LLColor3 pow3f(LLColor3 v, F32 f)
|
|
{
|
|
v.mV[0] = powf(v.mV[0], f);
|
|
v.mV[1] = powf(v.mV[1], f);
|
|
v.mV[2] = powf(v.mV[2], f);
|
|
return v;
|
|
}
|
|
|
|
LLVector4 pow4fsrgb(LLVector4 v, F32 f)
|
|
{
|
|
v.mV[0] = powf(v.mV[0], f);
|
|
v.mV[1] = powf(v.mV[1], f);
|
|
v.mV[2] = powf(v.mV[2], f);
|
|
return v;
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_GI_TRACE("Trace");
|
|
static LLTrace::BlockTimerStatHandle FTM_GI_GATHER("Gather");
|
|
static LLTrace::BlockTimerStatHandle FTM_SUN_SHADOW("Shadow Map");
|
|
static LLTrace::BlockTimerStatHandle FTM_SOFTEN_SHADOW("Shadow Soften");
|
|
static LLTrace::BlockTimerStatHandle FTM_EDGE_DETECTION("Find Edges");
|
|
static LLTrace::BlockTimerStatHandle FTM_LOCAL_LIGHTS("Local Lights");
|
|
static LLTrace::BlockTimerStatHandle FTM_ATMOSPHERICS("Atmospherics");
|
|
static LLTrace::BlockTimerStatHandle FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
|
|
static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors");
|
|
static LLTrace::BlockTimerStatHandle FTM_POST("Post");
|
|
|
|
|
|
void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
|
|
{
|
|
if (!sCull)
|
|
{
|
|
return;
|
|
}
|
|
|
|
LLRenderTarget* deferred_target = &mDeferredScreen;
|
|
LLRenderTarget* deferred_depth_target = &mDeferredDepth;
|
|
LLRenderTarget* deferred_light_target = &mDeferredLight;
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
|
|
LLViewerCamera* camera = LLViewerCamera::getInstance();
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE);
|
|
deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(),
|
|
0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
|
|
LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
|
|
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
}
|
|
|
|
//ati doesn't seem to love actually using the stencil buffer on FBO's
|
|
LLGLDisable stencil(GL_STENCIL_TEST);
|
|
//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
|
|
//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
gGL.setColorMask(true, true);
|
|
|
|
//draw a cube around every light
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
LLGLEnable blend(GL_BLEND);
|
|
|
|
glh::matrix4f mat = copy_matrix(gGLModelView);
|
|
|
|
LLStrider<LLVector3> vert;
|
|
mDeferredVB->getVertexStrider(vert);
|
|
|
|
vert[0].set(-1,1,0);
|
|
vert[1].set(-1,-3,0);
|
|
vert[2].set(3,1,0);
|
|
|
|
setupHWLights(NULL); //to set mSun/MoonDir;
|
|
|
|
glh::vec4f tc(mSunDir.mV);
|
|
mat.mult_matrix_vec(tc);
|
|
mTransformedSunDir.set(tc.v);
|
|
|
|
glh::vec4f tc_moon(mMoonDir.mV);
|
|
mat.mult_matrix_vec(tc_moon);
|
|
mTransformedMoonDir.set(tc_moon.v);
|
|
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
if (RenderDeferredSSAO || RenderShadowDetail > 0)
|
|
{
|
|
deferred_light_target->bindTarget();
|
|
{ //paint shadow/SSAO light map (direct lighting lightmap)
|
|
LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
|
|
bindDeferredShader(gDeferredSunProgram, deferred_light_target);
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
glClearColor(1,1,1,1);
|
|
deferred_light_target->clear(GL_COLOR_BUFFER_BIT);
|
|
glClearColor(0,0,0,0);
|
|
|
|
glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
|
|
|
|
const U32 slice = 32;
|
|
F32 offset[slice*3];
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
for (U32 j = 0; j < 8; j++)
|
|
{
|
|
glh::vec3f v;
|
|
v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
|
|
v.normalize();
|
|
inv_trans.mult_matrix_vec(v);
|
|
v.normalize();
|
|
offset[(i*8+j)*3+0] = v.v[0];
|
|
offset[(i*8+j)*3+1] = v.v[2];
|
|
offset[(i*8+j)*3+2] = v.v[1];
|
|
}
|
|
}
|
|
|
|
gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
|
|
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->getHeight());
|
|
|
|
{
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
|
stop_glerror();
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
stop_glerror();
|
|
}
|
|
|
|
unbindDeferredShader(gDeferredSunProgram);
|
|
}
|
|
deferred_light_target->flush();
|
|
}
|
|
|
|
if (RenderDeferredSSAO)
|
|
{ //soften direct lighting lightmap
|
|
LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
|
|
//blur lightmap
|
|
screen_target->bindTarget();
|
|
glClearColor(1,1,1,1);
|
|
screen_target->clear(GL_COLOR_BUFFER_BIT);
|
|
glClearColor(0,0,0,0);
|
|
|
|
bindDeferredShader(gDeferredBlurLightProgram);
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
LLVector3 go = RenderShadowGaussian;
|
|
const U32 kern_length = 4;
|
|
F32 blur_size = RenderShadowBlurSize;
|
|
F32 dist_factor = RenderShadowBlurDistFactor;
|
|
|
|
// sample symmetrically with the middle sample falling exactly on 0.0
|
|
F32 x = 0.f;
|
|
|
|
LLVector3 gauss[32]; // xweight, yweight, offset
|
|
|
|
for (U32 i = 0; i < kern_length; i++)
|
|
{
|
|
gauss[i].mV[0] = llgaussian(x, go.mV[0]);
|
|
gauss[i].mV[1] = llgaussian(x, go.mV[1]);
|
|
gauss[i].mV[2] = x;
|
|
x += 1.f;
|
|
}
|
|
|
|
gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
|
|
gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
|
|
gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
|
|
gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f));
|
|
|
|
{
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
|
stop_glerror();
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
stop_glerror();
|
|
}
|
|
|
|
screen_target->flush();
|
|
unbindDeferredShader(gDeferredBlurLightProgram);
|
|
|
|
bindDeferredShader(gDeferredBlurLightProgram, screen_target);
|
|
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
deferred_light_target->bindTarget();
|
|
|
|
gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
|
|
|
|
{
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
|
stop_glerror();
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
stop_glerror();
|
|
}
|
|
deferred_light_target->flush();
|
|
unbindDeferredShader(gDeferredBlurLightProgram);
|
|
}
|
|
|
|
stop_glerror();
|
|
gGL.popMatrix();
|
|
stop_glerror();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
stop_glerror();
|
|
gGL.popMatrix();
|
|
stop_glerror();
|
|
|
|
screen_target->bindTarget();
|
|
// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
|
|
glClearColor(0,0,0,0);
|
|
screen_target->clear(GL_COLOR_BUFFER_BIT);
|
|
|
|
if (RenderDeferredAtmospheric)
|
|
{ //apply sunlight contribution
|
|
LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
|
|
bindDeferredShader(soften_shader);
|
|
|
|
LLEnvironment& environment = LLEnvironment::instance();
|
|
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
|
soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
|
|
|
|
{
|
|
LLGLDepthTest depth(GL_FALSE);
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDisable test(GL_ALPHA_TEST);
|
|
|
|
//full screen blit
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
|
|
}
|
|
|
|
{ //render non-deferred geometry (fullbright, alpha, etc)
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDisable stencil(GL_STENCIL_TEST);
|
|
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
|
|
gPipeline.pushRenderTypeMask();
|
|
|
|
gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
|
|
LLPipeline::RENDER_TYPE_CLOUDS,
|
|
LLPipeline::RENDER_TYPE_WL_SKY,
|
|
LLPipeline::END_RENDER_TYPES);
|
|
|
|
|
|
renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
|
|
gPipeline.popRenderTypeMask();
|
|
}
|
|
|
|
bool render_local = RenderLocalLights;
|
|
|
|
if (render_local)
|
|
{
|
|
gGL.setSceneBlendType(LLRender::BT_ADD);
|
|
std::list<LLVector4> fullscreen_lights;
|
|
LLDrawable::drawable_list_t spot_lights;
|
|
LLDrawable::drawable_list_t fullscreen_spot_lights;
|
|
|
|
for (U32 i = 0; i < 2; i++)
|
|
{
|
|
mTargetShadowSpotLight[i] = NULL;
|
|
}
|
|
|
|
std::list<LLVector4> light_colors;
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
{
|
|
bindDeferredShader(gDeferredLightProgram);
|
|
|
|
if (mCubeVB.isNull())
|
|
{
|
|
mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
|
|
}
|
|
|
|
mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
|
|
{
|
|
LLDrawable* drawablep = *iter;
|
|
|
|
LLVOVolume* volume = drawablep->getVOVolume();
|
|
if (!volume)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (volume->isAttachment())
|
|
{
|
|
if (!sRenderAttachedLights)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
const LLViewerObject *vobj = drawablep->getVObj();
|
|
if (vobj)
|
|
{
|
|
LLVOAvatar *av = vobj->getAvatar();
|
|
if (av && (av->isTooComplex() || av->isInMuteList()))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
const LLVector3 position = drawablep->getPositionAgent();
|
|
if (dist_vec(position, LLViewerCamera::getInstance()->getOrigin()) > RenderFarClip + volume->getLightRadius())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLVector4a center;
|
|
center.load3(position.mV);
|
|
const F32* c = center.getF32ptr();
|
|
F32 s = volume->getLightRadius()*1.5f;
|
|
|
|
//send light color to shader in linear space
|
|
LLColor3 col = volume->getLightLinearColor();
|
|
|
|
if (col.magVecSquared() < 0.001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (s <= 0.001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLVector4a sa;
|
|
sa.splat(s);
|
|
if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sVisibleLightCount++;
|
|
|
|
if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
|
|
camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
|
|
camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
|
|
camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
|
|
camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
|
|
camera->getOrigin().mV[2] < c[2] - s - 0.2f)
|
|
{ //draw box if camera is outside box
|
|
if (render_local)
|
|
{
|
|
if (volume->isLightSpotlight())
|
|
{
|
|
drawablep->getVOVolume()->updateSpotLightPriority();
|
|
spot_lights.push_back(drawablep);
|
|
continue;
|
|
}
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
|
|
gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
|
|
gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
|
|
gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
|
|
gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF));
|
|
gGL.syncMatrices();
|
|
|
|
mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
|
|
stop_glerror();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (volume->isLightSpotlight())
|
|
{
|
|
drawablep->getVOVolume()->updateSpotLightPriority();
|
|
fullscreen_spot_lights.push_back(drawablep);
|
|
continue;
|
|
}
|
|
|
|
glh::vec3f tc(c);
|
|
mat.mult_matrix_vec(tc);
|
|
|
|
fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
|
|
light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)));
|
|
}
|
|
}
|
|
unbindDeferredShader(gDeferredLightProgram);
|
|
}
|
|
|
|
if (!spot_lights.empty())
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
|
bindDeferredShader(gDeferredSpotLightProgram);
|
|
|
|
mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
|
|
gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
|
|
|
|
for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
|
|
LLDrawable* drawablep = *iter;
|
|
|
|
LLVOVolume* volume = drawablep->getVOVolume();
|
|
|
|
LLVector4a center;
|
|
center.load3(drawablep->getPositionAgent().mV);
|
|
const F32* c = center.getF32ptr();
|
|
F32 s = volume->getLightRadius()*1.5f;
|
|
|
|
sVisibleLightCount++;
|
|
|
|
setupSpotLight(gDeferredSpotLightProgram, drawablep);
|
|
|
|
//send light color to shader in linear space
|
|
LLColor3 col = volume->getLightLinearColor();
|
|
|
|
gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
|
|
gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
|
|
gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
|
|
gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF));
|
|
gGL.syncMatrices();
|
|
|
|
mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
|
|
}
|
|
gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
|
|
unbindDeferredShader(gDeferredSpotLightProgram);
|
|
}
|
|
|
|
//reset mDeferredVB to fullscreen triangle
|
|
mDeferredVB->getVertexStrider(vert);
|
|
vert[0].set(-1,1,0);
|
|
vert[1].set(-1,-3,0);
|
|
vert[2].set(3,1,0);
|
|
|
|
{
|
|
LLGLDepthTest depth(GL_FALSE);
|
|
|
|
//full screen blit
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
U32 count = 0;
|
|
|
|
const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
|
|
LLVector4 light[max_count];
|
|
LLVector4 col[max_count];
|
|
|
|
F32 far_z = 0.f;
|
|
|
|
while (!fullscreen_lights.empty())
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
|
|
light[count] = fullscreen_lights.front();
|
|
fullscreen_lights.pop_front();
|
|
col[count] = light_colors.front();
|
|
light_colors.pop_front();
|
|
|
|
far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
|
|
count++;
|
|
if (count == max_count || fullscreen_lights.empty())
|
|
{
|
|
U32 idx = count-1;
|
|
bindDeferredShader(gDeferredMultiLightProgram[idx]);
|
|
gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
|
|
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
|
|
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
|
|
gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
|
|
far_z = 0.f;
|
|
count = 0;
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
unbindDeferredShader(gDeferredMultiLightProgram[idx]);
|
|
}
|
|
}
|
|
|
|
bindDeferredShader(gDeferredMultiSpotLightProgram);
|
|
|
|
gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
|
|
|
|
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
|
|
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
|
|
LLDrawable* drawablep = *iter;
|
|
|
|
LLVOVolume* volume = drawablep->getVOVolume();
|
|
|
|
LLVector3 center = drawablep->getPositionAgent();
|
|
F32* c = center.mV;
|
|
F32 light_size_final = volume->getLightRadius()*1.5f;
|
|
F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
|
|
|
|
sVisibleLightCount++;
|
|
|
|
glh::vec3f tc(c);
|
|
mat.mult_matrix_vec(tc);
|
|
|
|
setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
|
|
|
|
//send light color to shader in linear space
|
|
LLColor3 col = volume->getLightLinearColor();
|
|
|
|
gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
|
|
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final);
|
|
gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
|
|
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final);
|
|
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
|
|
}
|
|
|
|
gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
|
|
unbindDeferredShader(gDeferredMultiSpotLightProgram);
|
|
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
|
|
gGL.setColorMask(true, true);
|
|
}
|
|
|
|
screen_target->flush();
|
|
|
|
//gamma correct lighting
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
{
|
|
LLGLDepthTest depth(GL_FALSE, GL_FALSE);
|
|
|
|
LLVector2 tc1(0,0);
|
|
LLVector2 tc2((F32) screen_target->getWidth()*2,
|
|
(F32) screen_target->getHeight()*2);
|
|
|
|
screen_target->bindTarget();
|
|
// Apply gamma correction to the frame here.
|
|
gDeferredPostGammaCorrectProgram.bind();
|
|
//mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
|
|
S32 channel = 0;
|
|
channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage());
|
|
if (channel > -1)
|
|
{
|
|
screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
|
|
}
|
|
|
|
gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight());
|
|
|
|
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
|
|
|
|
gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
|
|
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(-1,-1);
|
|
|
|
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
|
|
gGL.vertex2f(-1,3);
|
|
|
|
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
|
|
gGL.vertex2f(3,-1);
|
|
|
|
gGL.end();
|
|
|
|
gGL.getTexUnit(channel)->unbind(screen_target->getUsage());
|
|
gDeferredPostGammaCorrectProgram.unbind();
|
|
screen_target->flush();
|
|
}
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
screen_target->bindTarget();
|
|
|
|
{ //render non-deferred geometry (alpha, fullbright, glow)
|
|
LLGLDisable blend(GL_BLEND);
|
|
LLGLDisable stencil(GL_STENCIL_TEST);
|
|
|
|
pushRenderTypeMask();
|
|
andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
|
|
LLPipeline::RENDER_TYPE_FULLBRIGHT,
|
|
LLPipeline::RENDER_TYPE_VOLUME,
|
|
LLPipeline::RENDER_TYPE_GLOW,
|
|
LLPipeline::RENDER_TYPE_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_SIMPLE,
|
|
LLPipeline::RENDER_TYPE_PASS_ALPHA,
|
|
LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
|
|
LLPipeline::RENDER_TYPE_PASS_GLOW,
|
|
LLPipeline::RENDER_TYPE_PASS_GRASS,
|
|
LLPipeline::RENDER_TYPE_PASS_SHINY,
|
|
LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
|
|
LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
|
|
LLPipeline::RENDER_TYPE_AVATAR,
|
|
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
|
LLPipeline::RENDER_TYPE_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
|
|
END_RENDER_TYPES);
|
|
|
|
renderGeomPostDeferred(*LLViewerCamera::getInstance());
|
|
popRenderTypeMask();
|
|
}
|
|
|
|
{
|
|
//render highlights, etc.
|
|
renderHighlights();
|
|
mHighlightFaces.clear();
|
|
|
|
renderDebug();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
|
|
{
|
|
// Render debugging beacons.
|
|
gObjectList.renderObjectBeacons();
|
|
gObjectList.resetObjectBeacons();
|
|
gSky.addSunMoonBeacons();
|
|
}
|
|
}
|
|
|
|
screen_target->flush();
|
|
}
|
|
|
|
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
|
|
{
|
|
//construct frustum
|
|
LLVOVolume* volume = drawablep->getVOVolume();
|
|
LLVector3 params = volume->getSpotLightParams();
|
|
|
|
F32 fov = params.mV[0];
|
|
F32 focus = params.mV[1];
|
|
|
|
LLVector3 pos = drawablep->getPositionAgent();
|
|
LLQuaternion quat = volume->getRenderRotation();
|
|
LLVector3 scale = volume->getScale();
|
|
|
|
//get near clip plane
|
|
LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
|
|
at_axis *= quat;
|
|
|
|
LLVector3 np = pos+at_axis;
|
|
at_axis.normVec();
|
|
|
|
//get origin that has given fov for plane np, at_axis, and given scale
|
|
F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
|
|
|
|
LLVector3 origin = np - at_axis*dist;
|
|
|
|
//matrix from volume space to agent space
|
|
LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
|
|
|
|
glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
|
|
glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
|
|
|
|
glh::matrix4f screen_to_light = light_to_screen.inverse();
|
|
|
|
F32 s = volume->getLightRadius()*1.5f;
|
|
F32 near_clip = dist;
|
|
F32 width = scale.mV[VX];
|
|
F32 height = scale.mV[VY];
|
|
F32 far_clip = s+dist-scale.mV[VZ];
|
|
|
|
F32 fovy = fov * RAD_TO_DEG;
|
|
F32 aspect = width/height;
|
|
|
|
glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
|
|
0.f, 0.5f, 0.f, 0.5f,
|
|
0.f, 0.f, 0.5f, 0.5f,
|
|
0.f, 0.f, 0.f, 1.f);
|
|
|
|
glh::vec3f p1(0, 0, -(near_clip+0.01f));
|
|
glh::vec3f p2(0, 0, -(near_clip+1.f));
|
|
|
|
glh::vec3f screen_origin(0, 0, 0);
|
|
|
|
light_to_screen.mult_matrix_vec(p1);
|
|
light_to_screen.mult_matrix_vec(p2);
|
|
light_to_screen.mult_matrix_vec(screen_origin);
|
|
|
|
glh::vec3f n = p2-p1;
|
|
n.normalize();
|
|
|
|
F32 proj_range = far_clip - near_clip;
|
|
glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
|
|
screen_to_light = trans * light_proj * screen_to_light;
|
|
shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
|
|
shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
|
|
shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
|
|
shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range);
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]);
|
|
S32 s_idx = -1;
|
|
|
|
for (U32 i = 0; i < 2; i++)
|
|
{
|
|
if (mShadowSpotLight[i] == drawablep)
|
|
{
|
|
s_idx = i;
|
|
}
|
|
}
|
|
|
|
shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx);
|
|
|
|
if (s_idx >= 0)
|
|
{
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]);
|
|
}
|
|
else
|
|
{
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f);
|
|
}
|
|
|
|
{
|
|
LLDrawable* potential = drawablep;
|
|
//determine if this is a good light for casting shadows
|
|
F32 m_pri = volume->getSpotLightPriority();
|
|
|
|
for (U32 i = 0; i < 2; i++)
|
|
{
|
|
F32 pri = 0.f;
|
|
|
|
if (mTargetShadowSpotLight[i].notNull())
|
|
{
|
|
pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
|
|
}
|
|
|
|
if (m_pri > pri)
|
|
{
|
|
LLDrawable* temp = mTargetShadowSpotLight[i];
|
|
mTargetShadowSpotLight[i] = potential;
|
|
potential = temp;
|
|
m_pri = pri;
|
|
}
|
|
}
|
|
}
|
|
|
|
LLViewerTexture* img = volume->getLightTexture();
|
|
|
|
if (img == NULL)
|
|
{
|
|
img = LLViewerFetchedTexture::sWhiteImagep;
|
|
}
|
|
|
|
S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
|
|
|
|
if (channel > -1)
|
|
{
|
|
if (img)
|
|
{
|
|
gGL.getTexUnit(channel)->bind(img);
|
|
|
|
F32 lod_range = logf(img->getWidth())/logf(2.f);
|
|
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
|
|
shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
|
|
{
|
|
LLRenderTarget* deferred_target = &mDeferredScreen;
|
|
LLRenderTarget* deferred_depth_target = &mDeferredDepth;
|
|
LLRenderTarget* deferred_light_target = &mDeferredLight;
|
|
|
|
stop_glerror();
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage());
|
|
shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
|
|
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
|
}
|
|
}
|
|
|
|
for (U32 i = 4; i < 6; i++)
|
|
{
|
|
if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
|
}
|
|
}
|
|
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
|
|
shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
|
|
|
|
S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
|
|
if (channel > -1)
|
|
{
|
|
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
|
|
if (cube_map)
|
|
{
|
|
cube_map->disable();
|
|
}
|
|
}
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(0)->activate();
|
|
shader.unbind();
|
|
}
|
|
|
|
inline float sgn(float a)
|
|
{
|
|
if (a > 0.0F) return (1.0F);
|
|
if (a < 0.0F) return (-1.0F);
|
|
return (0.0F);
|
|
}
|
|
|
|
void LLPipeline::generateWaterReflection(LLCamera& camera_in)
|
|
{
|
|
if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
|
|
{
|
|
bool skip_avatar_update = false;
|
|
if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
|
|
{
|
|
skip_avatar_update = true;
|
|
}
|
|
|
|
LLCamera camera = camera_in;
|
|
|
|
camera.setFar(camera_in.getFar() * 0.75f);
|
|
|
|
bool camera_is_underwater = LLViewerCamera::getInstance()->cameraUnderWater();
|
|
|
|
LLPipeline::sReflectionRender = true;
|
|
|
|
gPipeline.pushRenderTypeMask();
|
|
|
|
glh::matrix4f projection = get_current_projection();
|
|
glh::matrix4f mat;
|
|
|
|
S32 detail = RenderReflectionDetail;
|
|
|
|
F32 water_height = gAgent.getRegion()->getWaterHeight();
|
|
F32 camera_height = camera_in.getOrigin().mV[VZ];
|
|
F32 distance_to_water = (water_height < camera_height) ? (camera_height - water_height) : (water_height - camera_height);
|
|
|
|
LLVector3 reflection_offset = LLVector3(0, 0, distance_to_water * 2.0f);
|
|
LLVector3 camera_look_at = camera_in.getAtAxis();
|
|
LLVector3 reflection_look_at = LLVector3(camera_look_at.mV[VX], camera_look_at.mV[VY], -camera_look_at.mV[VZ]);
|
|
LLVector3 reflect_origin = camera_in.getOrigin() - reflection_offset;
|
|
LLVector3 reflect_interest_point = reflect_origin + (reflection_look_at * 5.0f);
|
|
|
|
camera.setOriginAndLookAt(reflect_origin, LLVector3::z_axis, reflect_interest_point);
|
|
|
|
//plane params
|
|
LLPlane plane;
|
|
LLVector3 pnorm;
|
|
S32 water_clip = 0;
|
|
if (!camera_is_underwater)
|
|
{ //camera is above water, clip plane points up
|
|
pnorm.setVec(0,0,1);
|
|
plane.setVec(pnorm, -water_height);
|
|
water_clip = 1;
|
|
}
|
|
else
|
|
{ //camera is below water, clip plane points down
|
|
pnorm = LLVector3(0,0,-1);
|
|
plane.setVec(pnorm, water_height);
|
|
water_clip = -1;
|
|
}
|
|
|
|
S32 occlusion = LLPipeline::sUseOcclusion;
|
|
|
|
//disable occlusion culling for reflection map for now
|
|
LLPipeline::sUseOcclusion = 0;
|
|
|
|
glh::matrix4f current = get_current_modelview();
|
|
|
|
if (!camera_is_underwater)
|
|
{ //generate planar reflection map
|
|
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
|
|
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
|
|
glh::matrix4f mat;
|
|
camera.getOpenGLTransform(mat.m);
|
|
|
|
glh::matrix4f scal;
|
|
scal.set_scale(glh::vec3f(1, 1, -1));
|
|
mat = scal * mat;
|
|
|
|
// convert from CFR to OGL coord sys...
|
|
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
|
|
|
|
mReflectionModelView = mat;
|
|
|
|
set_current_modelview(mat);
|
|
gGL.loadMatrix(mat.m);
|
|
|
|
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
if (LLDrawPoolWater::sNeedsReflectionUpdate)
|
|
{
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
glClearColor(0,0,0,0);
|
|
mWaterRef.bindTarget();
|
|
|
|
gGL.setColorMask(true, true);
|
|
mWaterRef.clear();
|
|
gGL.setColorMask(true, false);
|
|
mWaterRef.getViewport(gGLViewport);
|
|
|
|
//initial sky pass (no user clip plane)
|
|
{ //mask out everything but the sky
|
|
gPipeline.pushRenderTypeMask();
|
|
gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
|
|
LLPipeline::RENDER_TYPE_WL_SKY,
|
|
LLPipeline::RENDER_TYPE_CLOUDS,
|
|
LLPipeline::END_RENDER_TYPES);
|
|
|
|
updateCull(camera, mSky);
|
|
stateSort(camera, mSky);
|
|
renderGeom(camera, TRUE);
|
|
|
|
gPipeline.popRenderTypeMask();
|
|
}
|
|
|
|
gPipeline.pushRenderTypeMask();
|
|
|
|
clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
|
|
LLPipeline::RENDER_TYPE_VOIDWATER,
|
|
LLPipeline::RENDER_TYPE_GROUND,
|
|
LLPipeline::RENDER_TYPE_SKY,
|
|
LLPipeline::RENDER_TYPE_CLOUDS,
|
|
LLPipeline::END_RENDER_TYPES);
|
|
|
|
if (detail > 0)
|
|
{ //mask out selected geometry based on reflection detail
|
|
if (detail < 4)
|
|
{
|
|
clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
|
|
if (detail < 3)
|
|
{
|
|
clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, END_RENDER_TYPES);
|
|
if (detail < 2)
|
|
{
|
|
clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
|
|
}
|
|
}
|
|
}
|
|
|
|
LLGLUserClipPlane clip_plane(plane, mReflectionModelView, projection);
|
|
LLGLDisable cull(GL_CULL_FACE);
|
|
updateCull(camera, mReflectedObjects, -water_clip, &plane);
|
|
stateSort(camera, mReflectedObjects);
|
|
renderGeom(camera);
|
|
}
|
|
gPipeline.popRenderTypeMask();
|
|
mWaterRef.flush();
|
|
}
|
|
|
|
glCullFace(GL_BACK);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
set_current_modelview(current);
|
|
}
|
|
|
|
//LLPipeline::sUseOcclusion = occlusion;
|
|
|
|
camera.setOrigin(camera_in.getOrigin());
|
|
//render distortion map
|
|
static bool last_update = true;
|
|
if (last_update)
|
|
{
|
|
gPipeline.pushRenderTypeMask();
|
|
|
|
camera.setFar(camera_in.getFar());
|
|
clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
|
|
LLPipeline::RENDER_TYPE_VOIDWATER,
|
|
LLPipeline::RENDER_TYPE_GROUND,
|
|
END_RENDER_TYPES);
|
|
|
|
// intentionally inverted so that distortion map contents (objects under the water when we're above it)
|
|
// will properly include water fog effects
|
|
LLPipeline::sUnderWaterRender = !camera_is_underwater;
|
|
|
|
if (LLPipeline::sUnderWaterRender)
|
|
{
|
|
clearRenderTypeMask(
|
|
LLPipeline::RENDER_TYPE_GROUND,
|
|
LLPipeline::RENDER_TYPE_SKY,
|
|
LLPipeline::RENDER_TYPE_CLOUDS,
|
|
LLPipeline::RENDER_TYPE_WL_SKY,
|
|
END_RENDER_TYPES);
|
|
}
|
|
LLViewerCamera::updateFrustumPlanes(camera);
|
|
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
if (LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsDistortionUpdate)
|
|
{
|
|
LLPipeline::sDistortionRender = true;
|
|
|
|
LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
|
|
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
|
|
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
|
|
|
|
mWaterDis.bindTarget();
|
|
mWaterDis.getViewport(gGLViewport);
|
|
|
|
gGL.setColorMask(true, true);
|
|
mWaterDis.clear();
|
|
gGL.setColorMask(true, false);
|
|
|
|
F32 water_dist = water_height * LLPipeline::sDistortionWaterClipPlaneMargin;
|
|
|
|
//clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,
|
|
// but not so much as to clip out parts of avatars that should be seen under the water in the distortion map
|
|
LLPlane plane(-pnorm, water_dist);
|
|
LLGLUserClipPlane clip_plane(plane, current, projection);
|
|
|
|
gGL.setColorMask(true, true);
|
|
mWaterDis.clear();
|
|
gGL.setColorMask(true, false);
|
|
|
|
// ignore clip plane if we're underwater and viewing distortion map of objects above waterline
|
|
if (camera_is_underwater)
|
|
{
|
|
clip_plane.disable();
|
|
}
|
|
|
|
updateCull(camera, mRefractedObjects, water_clip, &plane);
|
|
stateSort(camera, mRefractedObjects);
|
|
renderGeom(camera);
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
|
|
LLWorld::getInstance()->renderPropertyLines();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.unbind();
|
|
}
|
|
|
|
mWaterDis.flush();
|
|
}
|
|
|
|
LLPipeline::sDistortionRender = false;
|
|
|
|
gPipeline.popRenderTypeMask();
|
|
}
|
|
last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
|
|
|
|
gPipeline.popRenderTypeMask();
|
|
|
|
LLPipeline::sUseOcclusion = occlusion;
|
|
LLPipeline::sUnderWaterRender = false;
|
|
LLPipeline::sReflectionRender = false;
|
|
|
|
LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
|
|
LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
|
|
|
|
if (!LLRenderTarget::sUseFBO)
|
|
{
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
|
gViewerWindow->setup3DViewport();
|
|
|
|
LLGLState::checkStates();
|
|
|
|
if (!skip_avatar_update)
|
|
{
|
|
gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
|
|
}
|
|
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
}
|
|
}
|
|
|
|
glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
|
|
{
|
|
glh::matrix4f ret;
|
|
|
|
LLVector3 dirN;
|
|
LLVector3 upN;
|
|
LLVector3 lftN;
|
|
|
|
lftN = dir % up;
|
|
lftN.normVec();
|
|
|
|
upN = lftN % dir;
|
|
upN.normVec();
|
|
|
|
dirN = dir;
|
|
dirN.normVec();
|
|
|
|
ret.m[ 0] = lftN[0];
|
|
ret.m[ 1] = upN[0];
|
|
ret.m[ 2] = -dirN[0];
|
|
ret.m[ 3] = 0.f;
|
|
|
|
ret.m[ 4] = lftN[1];
|
|
ret.m[ 5] = upN[1];
|
|
ret.m[ 6] = -dirN[1];
|
|
ret.m[ 7] = 0.f;
|
|
|
|
ret.m[ 8] = lftN[2];
|
|
ret.m[ 9] = upN[2];
|
|
ret.m[10] = -dirN[2];
|
|
ret.m[11] = 0.f;
|
|
|
|
ret.m[12] = -(lftN*pos);
|
|
ret.m[13] = -(upN*pos);
|
|
ret.m[14] = dirN*pos;
|
|
ret.m[15] = 1.f;
|
|
|
|
return ret;
|
|
}
|
|
|
|
glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
|
|
{
|
|
glh::matrix4f ret;
|
|
ret.m[ 0] = 2/(max[0]-min[0]);
|
|
ret.m[ 4] = 0;
|
|
ret.m[ 8] = 0;
|
|
ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
|
|
|
|
ret.m[ 1] = 0;
|
|
ret.m[ 5] = 2/(max[1]-min[1]);
|
|
ret.m[ 9] = 0;
|
|
ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
|
|
|
|
ret.m[ 2] = 0;
|
|
ret.m[ 6] = 0;
|
|
ret.m[10] = 2/(max[2]-min[2]);
|
|
ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
|
|
|
|
ret.m[ 3] = 0;
|
|
ret.m[ 7] = 0;
|
|
ret.m[11] = 0;
|
|
ret.m[15] = 1;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom");
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass");
|
|
static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked");
|
|
|
|
void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, bool use_shader, bool use_occlusion, U32 target_width)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER);
|
|
|
|
//clip out geometry on the same side of water as the camera
|
|
S32 occlude = LLPipeline::sUseOcclusion;
|
|
if (!use_occlusion)
|
|
{
|
|
LLPipeline::sUseOcclusion = 0;
|
|
}
|
|
LLPipeline::sShadowRender = true;
|
|
|
|
static const U32 types[] = {
|
|
LLRenderPass::PASS_SIMPLE,
|
|
LLRenderPass::PASS_FULLBRIGHT,
|
|
LLRenderPass::PASS_SHINY,
|
|
LLRenderPass::PASS_BUMP,
|
|
LLRenderPass::PASS_FULLBRIGHT_SHINY ,
|
|
LLRenderPass::PASS_MATERIAL,
|
|
LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
|
|
LLRenderPass::PASS_SPECMAP,
|
|
LLRenderPass::PASS_SPECMAP_EMISSIVE,
|
|
LLRenderPass::PASS_NORMMAP,
|
|
LLRenderPass::PASS_NORMMAP_EMISSIVE,
|
|
LLRenderPass::PASS_NORMSPEC,
|
|
LLRenderPass::PASS_NORMSPEC_EMISSIVE,
|
|
};
|
|
|
|
LLGLEnable cull(GL_CULL_FACE);
|
|
|
|
//enable depth clamping if available
|
|
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
|
|
|
|
if (use_shader)
|
|
{
|
|
gDeferredShadowCubeProgram.bind();
|
|
}
|
|
|
|
LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
|
|
|
|
occlusion_target.bindTarget();
|
|
updateCull(shadow_cam, result);
|
|
occlusion_target.flush();
|
|
|
|
stateSort(shadow_cam, result);
|
|
|
|
|
|
//generate shadow map
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(proj.m);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(view.m);
|
|
|
|
stop_glerror();
|
|
gGLLastMatrix = NULL;
|
|
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
stop_glerror();
|
|
|
|
LLEnvironment& environment = LLEnvironment::instance();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
{
|
|
if (!use_shader)
|
|
{ //occlusion program is general purpose depth-only no-textures
|
|
gOcclusionProgram.bind();
|
|
}
|
|
else
|
|
{
|
|
gDeferredShadowProgram.bind();
|
|
gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
|
}
|
|
|
|
gGL.diffuseColor4f(1,1,1,1);
|
|
|
|
S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
|
|
|
|
// if not using VSM, disable color writes
|
|
if (shadow_detail <= 2)
|
|
{
|
|
gGL.setColorMask(false, false);
|
|
}
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
|
|
|
|
gGL.getTexUnit(0)->disable();
|
|
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
|
|
{
|
|
renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
|
|
}
|
|
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
|
|
if (!use_shader)
|
|
{
|
|
gOcclusionProgram.unbind();
|
|
}
|
|
}
|
|
|
|
if (use_shader)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM);
|
|
|
|
gDeferredShadowProgram.unbind();
|
|
renderGeomShadow(shadow_cam);
|
|
gDeferredShadowProgram.bind();
|
|
gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
|
}
|
|
else
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM);
|
|
|
|
renderGeomShadow(shadow_cam);
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
|
|
|
|
gDeferredShadowAlphaMaskProgram.bind();
|
|
gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
|
|
gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
|
|
|
U32 mask = LLVertexBuffer::MAP_VERTEX |
|
|
LLVertexBuffer::MAP_TEXCOORD0 |
|
|
LLVertexBuffer::MAP_COLOR |
|
|
LLVertexBuffer::MAP_TEXTURE_INDEX;
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED);
|
|
renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND);
|
|
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
|
|
renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED);
|
|
gDeferredShadowFullbrightAlphaMaskProgram.bind();
|
|
gDeferredShadowFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
|
|
gDeferredShadowFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
|
renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
|
|
}
|
|
|
|
mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_TREE);
|
|
gDeferredTreeShadowProgram.bind();
|
|
gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
|
renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
|
|
renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
|
|
renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
|
|
renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, mask);
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS);
|
|
gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
|
|
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
|
|
}
|
|
}
|
|
|
|
//glCullFace(GL_BACK);
|
|
|
|
gDeferredShadowCubeProgram.bind();
|
|
gGLLastMatrix = NULL;
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
|
|
|
|
doOcclusion(shadow_cam, occlusion_source, occlusion_target);
|
|
|
|
if (use_shader)
|
|
{
|
|
gDeferredShadowProgram.unbind();
|
|
}
|
|
|
|
gGL.setColorMask(true, true);
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
gGLLastMatrix = NULL;
|
|
|
|
LLPipeline::sUseOcclusion = occlude;
|
|
LLPipeline::sShadowRender = false;
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_VISIBLE_CLOUD("Visible Cloud");
|
|
bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_VISIBLE_CLOUD);
|
|
//get point cloud of intersection of frust and min, max
|
|
|
|
if (getVisibleExtents(camera, min, max))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//get set of planes on bounding box
|
|
LLPlane bp[] = {
|
|
LLPlane(min, LLVector3(-1,0,0)),
|
|
LLPlane(min, LLVector3(0,-1,0)),
|
|
LLPlane(min, LLVector3(0,0,-1)),
|
|
LLPlane(max, LLVector3(1,0,0)),
|
|
LLPlane(max, LLVector3(0,1,0)),
|
|
LLPlane(max, LLVector3(0,0,1))};
|
|
|
|
//potential points
|
|
std::vector<LLVector3> pp;
|
|
|
|
//add corners of AABB
|
|
pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2]));
|
|
pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2]));
|
|
pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2]));
|
|
pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2]));
|
|
pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2]));
|
|
pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2]));
|
|
pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2]));
|
|
pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2]));
|
|
|
|
//add corners of camera frustum
|
|
for (U32 i = 0; i < LLCamera::AGENT_FRUSTRUM_NUM; i++)
|
|
{
|
|
pp.push_back(camera.mAgentFrustum[i]);
|
|
}
|
|
|
|
|
|
//bounding box line segments
|
|
U32 bs[] =
|
|
{
|
|
0,1,
|
|
1,3,
|
|
3,2,
|
|
2,0,
|
|
|
|
4,5,
|
|
5,7,
|
|
7,6,
|
|
6,4,
|
|
|
|
0,4,
|
|
1,5,
|
|
3,7,
|
|
2,6
|
|
};
|
|
|
|
for (U32 i = 0; i < 12; i++)
|
|
{ //for each line segment in bounding box
|
|
for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; j++)
|
|
{ //for each plane in camera frustum
|
|
const LLPlane& cp = camera.getAgentPlane(j);
|
|
const LLVector3& v1 = pp[bs[i*2+0]];
|
|
const LLVector3& v2 = pp[bs[i*2+1]];
|
|
LLVector3 n;
|
|
cp.getVector3(n);
|
|
|
|
LLVector3 line = v1-v2;
|
|
|
|
F32 d1 = line*n;
|
|
F32 d2 = -cp.dist(v2);
|
|
|
|
F32 t = d2/d1;
|
|
|
|
if (t > 0.f && t < 1.f)
|
|
{
|
|
LLVector3 intersect = v2+line*t;
|
|
pp.push_back(intersect);
|
|
}
|
|
}
|
|
}
|
|
|
|
//camera frustum line segments
|
|
const U32 fs[] =
|
|
{
|
|
0,1,
|
|
1,2,
|
|
2,3,
|
|
3,0,
|
|
|
|
4,5,
|
|
5,6,
|
|
6,7,
|
|
7,4,
|
|
|
|
0,4,
|
|
1,5,
|
|
2,6,
|
|
3,7
|
|
};
|
|
|
|
for (U32 i = 0; i < 12; i++)
|
|
{
|
|
for (U32 j = 0; j < 6; ++j)
|
|
{
|
|
const LLVector3& v1 = pp[fs[i*2+0]+8];
|
|
const LLVector3& v2 = pp[fs[i*2+1]+8];
|
|
const LLPlane& cp = bp[j];
|
|
LLVector3 n;
|
|
cp.getVector3(n);
|
|
|
|
LLVector3 line = v1-v2;
|
|
|
|
F32 d1 = line*n;
|
|
F32 d2 = -cp.dist(v2);
|
|
|
|
F32 t = d2/d1;
|
|
|
|
if (t > 0.f && t < 1.f)
|
|
{
|
|
LLVector3 intersect = v2+line*t;
|
|
pp.push_back(intersect);
|
|
}
|
|
}
|
|
}
|
|
|
|
LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f),
|
|
max+LLVector3(0.05f,0.05f,0.05f) };
|
|
|
|
for (U32 i = 0; i < pp.size(); ++i)
|
|
{
|
|
bool found = true;
|
|
|
|
const F32* p = pp[i].mV;
|
|
|
|
for (U32 j = 0; j < 3; ++j)
|
|
{
|
|
if (p[j] < ext[0].mV[j] ||
|
|
p[j] > ext[1].mV[j])
|
|
{
|
|
found = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
|
|
{
|
|
const LLPlane& cp = camera.getAgentPlane(j);
|
|
F32 dist = cp.dist(pp[i]);
|
|
if (dist > 0.05f) //point is above some plane, not contained
|
|
{
|
|
found = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (found)
|
|
{
|
|
fp.push_back(pp[i]);
|
|
}
|
|
}
|
|
|
|
if (fp.empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
|
|
{
|
|
if (obj && obj->getVolume())
|
|
{
|
|
for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
|
|
{
|
|
renderHighlight(*iter, fade);
|
|
}
|
|
|
|
LLDrawable* drawable = obj->mDrawable;
|
|
if (drawable)
|
|
{
|
|
for (S32 i = 0; i < drawable->getNumFaces(); ++i)
|
|
{
|
|
LLFace* face = drawable->getFace(i);
|
|
if (face)
|
|
{
|
|
face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::generateHighlight(LLCamera& camera)
|
|
{
|
|
//render highlighted object as white into offscreen render target
|
|
if (mHighlightObject.notNull())
|
|
{
|
|
mHighlightSet.insert(HighlightItem(mHighlightObject));
|
|
}
|
|
|
|
if (!mHighlightSet.empty())
|
|
{
|
|
F32 transition = gFrameIntervalSeconds.value()/RenderHighlightFadeTime;
|
|
|
|
LLGLDisable test(GL_ALPHA_TEST);
|
|
LLGLDepthTest depth(GL_FALSE);
|
|
mHighlight.bindTarget();
|
|
disableLights();
|
|
gGL.setColorMask(true, true);
|
|
mHighlight.clear();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gHighlightProgram.bind();
|
|
}
|
|
|
|
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
|
|
for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
|
|
{
|
|
std::set<HighlightItem>::iterator cur_iter = iter++;
|
|
|
|
if (cur_iter->mItem.isNull())
|
|
{
|
|
mHighlightSet.erase(cur_iter);
|
|
continue;
|
|
}
|
|
|
|
if (cur_iter->mItem == mHighlightObject)
|
|
{
|
|
cur_iter->incrFade(transition);
|
|
}
|
|
else
|
|
{
|
|
cur_iter->incrFade(-transition);
|
|
if (cur_iter->mFade <= 0.f)
|
|
{
|
|
mHighlightSet.erase(cur_iter);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
|
|
}
|
|
|
|
mHighlight.flush();
|
|
gGL.setColorMask(true, false);
|
|
gViewerWindow->setup3DViewport();
|
|
}
|
|
}
|
|
|
|
LLRenderTarget* LLPipeline::getShadowTarget(U32 i)
|
|
{
|
|
return &mShadow[i];
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow");
|
|
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SETUP("Sun Shadow Setup");
|
|
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_RENDER_DIRECTIONAL("Render Dir");
|
|
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_SETUP("Spot Shadow Setup");
|
|
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render");
|
|
|
|
void LLPipeline::generateSunShadow(LLCamera& camera)
|
|
{
|
|
if (!sRenderDeferred || RenderShadowDetail <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
|
|
|
|
bool skip_avatar_update = false;
|
|
if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
|
|
{
|
|
|
|
skip_avatar_update = true;
|
|
}
|
|
|
|
if (!skip_avatar_update)
|
|
{
|
|
gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
|
|
}
|
|
|
|
F64 last_modelview[16];
|
|
F64 last_projection[16];
|
|
for (U32 i = 0; i < 16; i++)
|
|
{ //store last_modelview of world camera
|
|
last_modelview[i] = gGLLastModelView[i];
|
|
last_projection[i] = gGLLastProjection[i];
|
|
}
|
|
|
|
pushRenderTypeMask();
|
|
andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
|
|
LLPipeline::RENDER_TYPE_ALPHA,
|
|
LLPipeline::RENDER_TYPE_GRASS,
|
|
LLPipeline::RENDER_TYPE_FULLBRIGHT,
|
|
LLPipeline::RENDER_TYPE_BUMP,
|
|
LLPipeline::RENDER_TYPE_VOLUME,
|
|
LLPipeline::RENDER_TYPE_AVATAR,
|
|
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
|
LLPipeline::RENDER_TYPE_TREE,
|
|
LLPipeline::RENDER_TYPE_TERRAIN,
|
|
LLPipeline::RENDER_TYPE_WATER,
|
|
LLPipeline::RENDER_TYPE_VOIDWATER,
|
|
LLPipeline::RENDER_TYPE_PASS_ALPHA,
|
|
LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_GRASS,
|
|
LLPipeline::RENDER_TYPE_PASS_SIMPLE,
|
|
LLPipeline::RENDER_TYPE_PASS_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
|
|
LLPipeline::RENDER_TYPE_PASS_SHINY,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
|
|
LLPipeline::RENDER_TYPE_PASS_MATERIAL,
|
|
LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA,
|
|
LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE,
|
|
LLPipeline::RENDER_TYPE_PASS_SPECMAP,
|
|
LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND,
|
|
LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMMAP,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMSPEC,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE,
|
|
END_RENDER_TYPES);
|
|
|
|
gGL.setColorMask(false, false);
|
|
|
|
LLEnvironment& environment = LLEnvironment::instance();
|
|
|
|
//get sun view matrix
|
|
|
|
//store current projection/modelview matrix
|
|
glh::matrix4f saved_proj = get_current_projection();
|
|
glh::matrix4f saved_view = get_current_modelview();
|
|
glh::matrix4f inv_view = saved_view.inverse();
|
|
|
|
glh::matrix4f view[6];
|
|
glh::matrix4f proj[6];
|
|
|
|
//clip contains parallel split distances for 3 splits
|
|
LLVector3 clip = RenderShadowClipPlanes;
|
|
|
|
LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);
|
|
|
|
//F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
|
|
|
|
//far clip on last split is minimum of camera view distance and 128
|
|
mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
|
|
|
|
clip = RenderShadowOrthoClipPlanes;
|
|
mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
|
|
|
|
//currently used for amount to extrude frusta corners for constructing shadow frusta
|
|
//LLVector3 n = RenderShadowNearDist;
|
|
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
|
|
|
|
//put together a universal "near clip" plane for shadow frusta
|
|
LLPlane shadow_near_clip;
|
|
{
|
|
LLVector3 p = gAgent.getPositionAgent();
|
|
p += caster_dir * RenderFarClip*2.f;
|
|
shadow_near_clip.setVec(p, caster_dir);
|
|
}
|
|
|
|
LLVector3 lightDir = -caster_dir;
|
|
lightDir.normVec();
|
|
|
|
glh::vec3f light_dir(lightDir.mV);
|
|
|
|
//create light space camera matrix
|
|
|
|
LLVector3 at = lightDir;
|
|
|
|
LLVector3 up = camera.getAtAxis();
|
|
|
|
if (fabsf(up*lightDir) > 0.75f)
|
|
{
|
|
up = camera.getUpAxis();
|
|
}
|
|
|
|
/*LLVector3 left = up%at;
|
|
up = at%left;*/
|
|
|
|
up.normVec();
|
|
at.normVec();
|
|
|
|
|
|
LLCamera main_camera = camera;
|
|
|
|
F32 near_clip = 0.f;
|
|
{
|
|
//get visible point cloud
|
|
std::vector<LLVector3> fp;
|
|
|
|
main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
|
|
|
|
LLVector3 min,max;
|
|
getVisiblePointCloud(main_camera,min,max,fp);
|
|
|
|
if (fp.empty())
|
|
{
|
|
if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowCamera[0] = main_camera;
|
|
mShadowExtents[0][0] = min;
|
|
mShadowExtents[0][1] = max;
|
|
|
|
mShadowFrustPoints[0].clear();
|
|
mShadowFrustPoints[1].clear();
|
|
mShadowFrustPoints[2].clear();
|
|
mShadowFrustPoints[3].clear();
|
|
}
|
|
popRenderTypeMask();
|
|
|
|
if (!skip_avatar_update)
|
|
{
|
|
gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//get good split distances for frustum
|
|
for (U32 i = 0; i < fp.size(); ++i)
|
|
{
|
|
glh::vec3f v(fp[i].mV);
|
|
saved_view.mult_matrix_vec(v);
|
|
fp[i].setVec(v.v);
|
|
}
|
|
|
|
min = fp[0];
|
|
max = fp[0];
|
|
|
|
//get camera space bounding box
|
|
for (U32 i = 1; i < fp.size(); ++i)
|
|
{
|
|
update_min_max(min, max, fp[i]);
|
|
}
|
|
|
|
near_clip = llclamp(-max.mV[2], 0.01f, 4.0f);
|
|
F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f);
|
|
|
|
//far_clip = llmin(far_clip, 128.f);
|
|
far_clip = llmin(far_clip, camera.getFar());
|
|
|
|
F32 range = far_clip-near_clip;
|
|
|
|
LLVector3 split_exp = RenderShadowSplitExponent;
|
|
|
|
F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
|
|
|
|
da = powf(da, split_exp.mV[2]);
|
|
|
|
F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
|
|
|
|
for (U32 i = 0; i < 4; ++i)
|
|
{
|
|
F32 x = (F32)(i+1)/4.f;
|
|
x = powf(x, sxp);
|
|
mSunClipPlanes.mV[i] = near_clip+range*x;
|
|
}
|
|
|
|
mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
|
|
}
|
|
|
|
// convenience array of 4 near clip plane distances
|
|
F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
|
|
|
|
|
|
if (mSunDiffuse == LLColor4::black)
|
|
{ //sun diffuse is totally black, shadows don't matter
|
|
LLGLDepthTest depth(GL_TRUE);
|
|
|
|
for (S32 j = 0; j < 4; j++)
|
|
{
|
|
mShadow[j].bindTarget();
|
|
mShadow[j].clear();
|
|
mShadow[j].flush();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (S32 j = 0; j < 4; j++)
|
|
{
|
|
if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowFrustPoints[j].clear();
|
|
}
|
|
|
|
LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
|
|
|
|
//restore render matrices
|
|
set_current_modelview(saved_view);
|
|
set_current_projection(saved_proj);
|
|
|
|
LLVector3 eye = camera.getOrigin();
|
|
|
|
//camera used for shadow cull/render
|
|
LLCamera shadow_cam;
|
|
|
|
//create world space camera frustum for this split
|
|
shadow_cam = camera;
|
|
shadow_cam.setFar(16.f);
|
|
|
|
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
|
|
|
|
LLVector3* frust = shadow_cam.mAgentFrustum;
|
|
|
|
LLVector3 pn = shadow_cam.getAtAxis();
|
|
|
|
LLVector3 min, max;
|
|
|
|
//construct 8 corners of split frustum section
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
LLVector3 delta = frust[i+4]-eye;
|
|
delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
|
|
delta.normVec();
|
|
F32 dp = delta*pn;
|
|
frust[i] = eye + (delta*dist[j]*0.75f)/dp;
|
|
frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
|
|
}
|
|
|
|
shadow_cam.calcAgentFrustumPlanes(frust);
|
|
shadow_cam.mFrustumCornerDist = 0.f;
|
|
|
|
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowCamera[j] = shadow_cam;
|
|
}
|
|
|
|
std::vector<LLVector3> fp;
|
|
|
|
if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
|
|
{
|
|
//no possible shadow receivers
|
|
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowExtents[j][0] = LLVector3();
|
|
mShadowExtents[j][1] = LLVector3();
|
|
mShadowCamera[j+4] = shadow_cam;
|
|
}
|
|
|
|
mShadow[j].bindTarget();
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE);
|
|
mShadow[j].clear();
|
|
}
|
|
mShadow[j].flush();
|
|
|
|
mShadowError.mV[j] = 0.f;
|
|
mShadowFOV.mV[j] = 0.f;
|
|
|
|
continue;
|
|
}
|
|
|
|
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowExtents[j][0] = min;
|
|
mShadowExtents[j][1] = max;
|
|
mShadowFrustPoints[j] = fp;
|
|
}
|
|
|
|
|
|
//find a good origin for shadow projection
|
|
LLVector3 origin;
|
|
|
|
//get a temporary view projection
|
|
view[j] = look(camera.getOrigin(), lightDir, -up);
|
|
|
|
std::vector<LLVector3> wpf;
|
|
|
|
for (U32 i = 0; i < fp.size(); i++)
|
|
{
|
|
glh::vec3f p = glh::vec3f(fp[i].mV);
|
|
view[j].mult_matrix_vec(p);
|
|
wpf.push_back(LLVector3(p.v));
|
|
}
|
|
|
|
min = wpf[0];
|
|
max = wpf[0];
|
|
|
|
for (U32 i = 0; i < fp.size(); ++i)
|
|
{ //get AABB in camera space
|
|
update_min_max(min, max, wpf[i]);
|
|
}
|
|
|
|
// Construct a perspective transform with perspective along y-axis that contains
|
|
// points in wpf
|
|
//Known:
|
|
// - far clip plane
|
|
// - near clip plane
|
|
// - points in frustum
|
|
//Find:
|
|
// - origin
|
|
|
|
//get some "interesting" points of reference
|
|
LLVector3 center = (min+max)*0.5f;
|
|
LLVector3 size = (max-min)*0.5f;
|
|
LLVector3 near_center = center;
|
|
near_center.mV[1] += size.mV[1]*2.f;
|
|
|
|
|
|
//put all points in wpf in quadrant 0, reletive to center of min/max
|
|
//get the best fit line using least squares
|
|
F32 bfm = 0.f;
|
|
F32 bfb = 0.f;
|
|
|
|
for (U32 i = 0; i < wpf.size(); ++i)
|
|
{
|
|
wpf[i] -= center;
|
|
wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
|
|
wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
|
|
}
|
|
|
|
if (!wpf.empty())
|
|
{
|
|
F32 sx = 0.f;
|
|
F32 sx2 = 0.f;
|
|
F32 sy = 0.f;
|
|
F32 sxy = 0.f;
|
|
|
|
for (U32 i = 0; i < wpf.size(); ++i)
|
|
{
|
|
sx += wpf[i].mV[0];
|
|
sx2 += wpf[i].mV[0]*wpf[i].mV[0];
|
|
sy += wpf[i].mV[1];
|
|
sxy += wpf[i].mV[0]*wpf[i].mV[1];
|
|
}
|
|
|
|
bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
|
|
bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
|
|
}
|
|
|
|
{
|
|
// best fit line is y=bfm*x+bfb
|
|
|
|
//find point that is furthest to the right of line
|
|
F32 off_x = -1.f;
|
|
LLVector3 lp;
|
|
|
|
for (U32 i = 0; i < wpf.size(); ++i)
|
|
{
|
|
//y = bfm*x+bfb
|
|
//x = (y-bfb)/bfm
|
|
F32 lx = (wpf[i].mV[1]-bfb)/bfm;
|
|
|
|
lx = wpf[i].mV[0]-lx;
|
|
|
|
if (off_x < lx)
|
|
{
|
|
off_x = lx;
|
|
lp = wpf[i];
|
|
}
|
|
}
|
|
|
|
//get line with slope bfm through lp
|
|
// bfb = y-bfm*x
|
|
bfb = lp.mV[1]-bfm*lp.mV[0];
|
|
|
|
//calculate error
|
|
mShadowError.mV[j] = 0.f;
|
|
|
|
for (U32 i = 0; i < wpf.size(); ++i)
|
|
{
|
|
F32 lx = (wpf[i].mV[1]-bfb)/bfm;
|
|
mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
|
|
}
|
|
|
|
mShadowError.mV[j] /= wpf.size();
|
|
mShadowError.mV[j] /= size.mV[0];
|
|
|
|
if (mShadowError.mV[j] > RenderShadowErrorCutoff)
|
|
{ //just use ortho projection
|
|
mShadowFOV.mV[j] = -1.f;
|
|
origin.clearVec();
|
|
proj[j] = gl_ortho(min.mV[0], max.mV[0],
|
|
min.mV[1], max.mV[1],
|
|
-max.mV[2], -min.mV[2]);
|
|
}
|
|
else
|
|
{
|
|
//origin is where line x = 0;
|
|
origin.setVec(0,bfb,0);
|
|
|
|
F32 fovz = 1.f;
|
|
F32 fovx = 1.f;
|
|
|
|
LLVector3 zp;
|
|
LLVector3 xp;
|
|
|
|
for (U32 i = 0; i < wpf.size(); ++i)
|
|
{
|
|
LLVector3 atz = wpf[i]-origin;
|
|
atz.mV[0] = 0.f;
|
|
atz.normVec();
|
|
if (fovz > -atz.mV[1])
|
|
{
|
|
zp = wpf[i];
|
|
fovz = -atz.mV[1];
|
|
}
|
|
|
|
LLVector3 atx = wpf[i]-origin;
|
|
atx.mV[2] = 0.f;
|
|
atx.normVec();
|
|
if (fovx > -atx.mV[1])
|
|
{
|
|
fovx = -atx.mV[1];
|
|
xp = wpf[i];
|
|
}
|
|
}
|
|
|
|
fovx = acos(fovx);
|
|
fovz = acos(fovz);
|
|
|
|
F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
|
|
|
|
mShadowFOV.mV[j] = fovx;
|
|
|
|
if (fovx < cutoff && fovz > cutoff)
|
|
{
|
|
//x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
|
|
F32 d = zp.mV[2]/tan(cutoff);
|
|
F32 ny = zp.mV[1] + fabsf(d);
|
|
|
|
origin.mV[1] = ny;
|
|
|
|
fovz = 1.f;
|
|
fovx = 1.f;
|
|
|
|
for (U32 i = 0; i < wpf.size(); ++i)
|
|
{
|
|
LLVector3 atz = wpf[i]-origin;
|
|
atz.mV[0] = 0.f;
|
|
atz.normVec();
|
|
fovz = llmin(fovz, -atz.mV[1]);
|
|
|
|
LLVector3 atx = wpf[i]-origin;
|
|
atx.mV[2] = 0.f;
|
|
atx.normVec();
|
|
fovx = llmin(fovx, -atx.mV[1]);
|
|
}
|
|
|
|
fovx = acos(fovx);
|
|
fovz = acos(fovz);
|
|
|
|
mShadowFOV.mV[j] = cutoff;
|
|
}
|
|
|
|
|
|
origin += center;
|
|
|
|
F32 ynear = -(max.mV[1]-origin.mV[1]);
|
|
F32 yfar = -(min.mV[1]-origin.mV[1]);
|
|
|
|
if (ynear < 0.1f) //keep a sensible near clip plane
|
|
{
|
|
F32 diff = 0.1f-ynear;
|
|
origin.mV[1] += diff;
|
|
ynear += diff;
|
|
yfar += diff;
|
|
}
|
|
|
|
if (fovx > cutoff)
|
|
{ //just use ortho projection
|
|
origin.clearVec();
|
|
mShadowError.mV[j] = -1.f;
|
|
proj[j] = gl_ortho(min.mV[0], max.mV[0],
|
|
min.mV[1], max.mV[1],
|
|
-max.mV[2], -min.mV[2]);
|
|
}
|
|
else
|
|
{
|
|
//get perspective projection
|
|
view[j] = view[j].inverse();
|
|
|
|
glh::vec3f origin_agent(origin.mV);
|
|
|
|
//translate view to origin
|
|
view[j].mult_matrix_vec(origin_agent);
|
|
|
|
eye = LLVector3(origin_agent.v);
|
|
|
|
if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowFrustOrigin[j] = eye;
|
|
}
|
|
|
|
view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
|
|
|
|
F32 fx = 1.f/tanf(fovx);
|
|
F32 fz = 1.f/tanf(fovz);
|
|
|
|
proj[j] = glh::matrix4f(-fx, 0, 0, 0,
|
|
0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
|
|
0, 0, -fz, 0,
|
|
0, -1.f, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
//shadow_cam.setFar(128.f);
|
|
shadow_cam.setOriginAndLookAt(eye, up, center);
|
|
|
|
shadow_cam.setOrigin(0,0,0);
|
|
|
|
set_current_modelview(view[j]);
|
|
set_current_projection(proj[j]);
|
|
|
|
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
|
|
|
|
//shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
|
|
shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
|
|
|
|
//translate and scale to from [-1, 1] to [0, 1]
|
|
glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
|
|
0.f, 0.5f, 0.f, 0.5f,
|
|
0.f, 0.f, 0.5f, 0.5f,
|
|
0.f, 0.f, 0.f, 1.f);
|
|
|
|
set_current_modelview(view[j]);
|
|
set_current_projection(proj[j]);
|
|
|
|
for (U32 i = 0; i < 16; i++)
|
|
{
|
|
gGLLastModelView[i] = mShadowModelview[j].m[i];
|
|
gGLLastProjection[i] = mShadowProjection[j].m[i];
|
|
}
|
|
|
|
mShadowModelview[j] = view[j];
|
|
mShadowProjection[j] = proj[j];
|
|
mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
|
|
|
|
stop_glerror();
|
|
|
|
mShadow[j].bindTarget();
|
|
mShadow[j].getViewport(gGLViewport);
|
|
mShadow[j].clear();
|
|
|
|
U32 target_width = mShadow[j].getWidth();
|
|
|
|
{
|
|
static LLCullResult result[4];
|
|
renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, FALSE, target_width);
|
|
}
|
|
|
|
mShadow[j].flush();
|
|
|
|
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
|
{
|
|
mShadowCamera[j+4] = shadow_cam;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//hack to disable projector shadows
|
|
bool gen_shadow = RenderShadowDetail > 1;
|
|
|
|
if (gen_shadow)
|
|
{
|
|
LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
|
|
F32 fade_amt = gFrameIntervalSeconds.value()
|
|
* llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
|
|
|
|
//update shadow targets
|
|
for (U32 i = 0; i < 2; i++)
|
|
{ //for each current shadow
|
|
LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW4+i);
|
|
|
|
if (mShadowSpotLight[i].notNull() &&
|
|
(mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
|
|
mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
|
|
{ //keep this spotlight
|
|
mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
|
|
}
|
|
else
|
|
{ //fade out this light
|
|
mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
|
|
|
|
if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
|
|
{ //faded out, grab one of the pending spots (whichever one isn't already taken)
|
|
if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
|
|
{
|
|
mShadowSpotLight[i] = mTargetShadowSpotLight[0];
|
|
}
|
|
else
|
|
{
|
|
mShadowSpotLight[i] = mTargetShadowSpotLight[1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (S32 i = 0; i < 2; i++)
|
|
{
|
|
set_current_modelview(saved_view);
|
|
set_current_projection(saved_proj);
|
|
|
|
if (mShadowSpotLight[i].isNull())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
|
|
|
|
if (!volume)
|
|
{
|
|
mShadowSpotLight[i] = NULL;
|
|
continue;
|
|
}
|
|
|
|
LLDrawable* drawable = mShadowSpotLight[i];
|
|
|
|
LLVector3 params = volume->getSpotLightParams();
|
|
F32 fov = params.mV[0];
|
|
|
|
//get agent->light space matrix (modelview)
|
|
LLVector3 center = drawable->getPositionAgent();
|
|
LLQuaternion quat = volume->getRenderRotation();
|
|
|
|
//get near clip plane
|
|
LLVector3 scale = volume->getScale();
|
|
LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
|
|
at_axis *= quat;
|
|
|
|
LLVector3 np = center+at_axis;
|
|
at_axis.normVec();
|
|
|
|
//get origin that has given fov for plane np, at_axis, and given scale
|
|
F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
|
|
|
|
LLVector3 origin = np - at_axis*dist;
|
|
|
|
LLMatrix4 mat(quat, LLVector4(origin, 1.f));
|
|
|
|
view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
|
|
|
|
view[i+4] = view[i+4].inverse();
|
|
|
|
//get perspective matrix
|
|
F32 near_clip = dist+0.01f;
|
|
F32 width = scale.mV[VX];
|
|
F32 height = scale.mV[VY];
|
|
F32 far_clip = dist+volume->getLightRadius()*1.5f;
|
|
|
|
F32 fovy = fov * RAD_TO_DEG;
|
|
F32 aspect = width/height;
|
|
|
|
proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
|
|
|
|
//translate and scale to from [-1, 1] to [0, 1]
|
|
glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
|
|
0.f, 0.5f, 0.f, 0.5f,
|
|
0.f, 0.f, 0.5f, 0.5f,
|
|
0.f, 0.f, 0.f, 1.f);
|
|
|
|
set_current_modelview(view[i+4]);
|
|
set_current_projection(proj[i+4]);
|
|
|
|
mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
|
|
|
|
for (U32 j = 0; j < 16; j++)
|
|
{
|
|
gGLLastModelView[j] = mShadowModelview[i+4].m[j];
|
|
gGLLastProjection[j] = mShadowProjection[i+4].m[j];
|
|
}
|
|
|
|
mShadowModelview[i+4] = view[i+4];
|
|
mShadowProjection[i+4] = proj[i+4];
|
|
|
|
LLCamera shadow_cam = camera;
|
|
shadow_cam.setFar(far_clip);
|
|
shadow_cam.setOrigin(origin);
|
|
|
|
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
|
|
|
|
stop_glerror();
|
|
|
|
mShadow[i+4].bindTarget();
|
|
mShadow[i+4].getViewport(gGLViewport);
|
|
mShadow[i+4].clear();
|
|
|
|
U32 target_width = mShadow[i+4].getWidth();
|
|
|
|
static LLCullResult result[2];
|
|
|
|
LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4);
|
|
|
|
RenderSpotLight = drawable;
|
|
|
|
renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
|
|
|
|
RenderSpotLight = nullptr;
|
|
|
|
mShadow[i+4].flush();
|
|
}
|
|
}
|
|
else
|
|
{ //no spotlight shadows
|
|
mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
|
|
}
|
|
|
|
|
|
if (!CameraOffset)
|
|
{
|
|
set_current_modelview(saved_view);
|
|
set_current_projection(saved_proj);
|
|
}
|
|
else
|
|
{
|
|
set_current_modelview(view[1]);
|
|
set_current_projection(proj[1]);
|
|
gGL.loadMatrix(view[1].m);
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.loadMatrix(proj[1].m);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
}
|
|
gGL.setColorMask(true, false);
|
|
|
|
for (U32 i = 0; i < 16; i++)
|
|
{
|
|
gGLLastModelView[i] = last_modelview[i];
|
|
gGLLastProjection[i] = last_projection[i];
|
|
}
|
|
|
|
popRenderTypeMask();
|
|
|
|
if (!skip_avatar_update)
|
|
{
|
|
gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
|
|
}
|
|
}
|
|
|
|
void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture)
|
|
{
|
|
for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
|
|
{
|
|
LLSpatialGroup* group = *i;
|
|
if (!group->isDead() &&
|
|
(!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
|
|
gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) &&
|
|
group->mDrawMap.find(type) != group->mDrawMap.end())
|
|
{
|
|
pass->renderGroup(group,type,mask,texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_MARK_VISIBLE("Impostor Mark Visible");
|
|
static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_SETUP("Impostor Setup");
|
|
static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_BACKGROUND("Impostor Background");
|
|
static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_ALLOCATE("Impostor Allocate");
|
|
static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_RESIZE("Impostor Resize");
|
|
|
|
void LLPipeline::generateImpostor(LLVOAvatar* avatar)
|
|
{
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
static LLCullResult result;
|
|
result.clear();
|
|
grabReferences(result);
|
|
|
|
if (!avatar || !avatar->mDrawable)
|
|
{
|
|
LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL;
|
|
return;
|
|
}
|
|
LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is drawable" << LL_ENDL;
|
|
|
|
assertInitialized();
|
|
|
|
bool visually_muted = avatar->isVisuallyMuted();
|
|
LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
|
|
<< " is " << ( visually_muted ? "" : "not ") << "visually muted"
|
|
<< LL_ENDL;
|
|
bool too_complex = avatar->isTooComplex();
|
|
LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
|
|
<< " is " << ( too_complex ? "" : "not ") << "too complex"
|
|
<< LL_ENDL;
|
|
|
|
pushRenderTypeMask();
|
|
|
|
if (visually_muted || too_complex)
|
|
{
|
|
andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR,
|
|
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
|
END_RENDER_TYPES);
|
|
}
|
|
else
|
|
{
|
|
andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
|
|
LLPipeline::RENDER_TYPE_FULLBRIGHT,
|
|
LLPipeline::RENDER_TYPE_VOLUME,
|
|
LLPipeline::RENDER_TYPE_GLOW,
|
|
LLPipeline::RENDER_TYPE_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_SIMPLE,
|
|
LLPipeline::RENDER_TYPE_PASS_ALPHA,
|
|
LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
|
|
LLPipeline::RENDER_TYPE_PASS_GLOW,
|
|
LLPipeline::RENDER_TYPE_PASS_GRASS,
|
|
LLPipeline::RENDER_TYPE_PASS_SHINY,
|
|
LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
|
|
LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
|
|
LLPipeline::RENDER_TYPE_AVATAR,
|
|
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
|
LLPipeline::RENDER_TYPE_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
|
|
LLPipeline::RENDER_TYPE_INVISIBLE,
|
|
LLPipeline::RENDER_TYPE_SIMPLE,
|
|
END_RENDER_TYPES);
|
|
}
|
|
|
|
S32 occlusion = sUseOcclusion;
|
|
sUseOcclusion = 0;
|
|
|
|
sReflectionRender = ! sRenderDeferred;
|
|
|
|
sShadowRender = true;
|
|
sImpostorRender = true;
|
|
|
|
LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_MARK_VISIBLE);
|
|
markVisible(avatar->mDrawable, *viewer_camera);
|
|
LLVOAvatar::sUseImpostors = false; // @TODO ???
|
|
|
|
LLVOAvatar::attachment_map_t::iterator iter;
|
|
for (iter = avatar->mAttachmentPoints.begin();
|
|
iter != avatar->mAttachmentPoints.end();
|
|
++iter)
|
|
{
|
|
LLViewerJointAttachment *attachment = iter->second;
|
|
for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
|
|
attachment_iter != attachment->mAttachedObjects.end();
|
|
++attachment_iter)
|
|
{
|
|
if (LLViewerObject* attached_object = attachment_iter->get())
|
|
{
|
|
markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
stateSort(*LLViewerCamera::getInstance(), result);
|
|
|
|
LLCamera camera = *viewer_camera;
|
|
LLVector2 tdim;
|
|
U32 resY = 0;
|
|
U32 resX = 0;
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_SETUP);
|
|
const LLVector4a* ext = avatar->mDrawable->getSpatialExtents();
|
|
LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
|
|
|
|
camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
|
|
|
|
LLVector4a half_height;
|
|
half_height.setSub(ext[1], ext[0]);
|
|
half_height.mul(0.5f);
|
|
|
|
LLVector4a left;
|
|
left.load3(camera.getLeftAxis().mV);
|
|
left.mul(left);
|
|
llassert(left.dot3(left).getF32() > F_APPROXIMATELY_ZERO);
|
|
left.normalize3fast();
|
|
|
|
LLVector4a up;
|
|
up.load3(camera.getUpAxis().mV);
|
|
up.mul(up);
|
|
llassert(up.dot3(up).getF32() > F_APPROXIMATELY_ZERO);
|
|
up.normalize3fast();
|
|
|
|
tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
|
|
tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
|
|
F32 distance = (pos-camera.getOrigin()).length();
|
|
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
|
|
F32 aspect = tdim.mV[0]/tdim.mV[1];
|
|
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
|
|
set_current_projection(persp);
|
|
gGL.loadMatrix(persp.m);
|
|
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
glh::matrix4f mat;
|
|
camera.getOpenGLTransform(mat.m);
|
|
|
|
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
|
|
|
|
gGL.loadMatrix(mat.m);
|
|
set_current_modelview(mat);
|
|
|
|
glClearColor(0.0f,0.0f,0.0f,0.0f);
|
|
gGL.setColorMask(true, true);
|
|
|
|
// get the number of pixels per angle
|
|
F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView());
|
|
|
|
//get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing)
|
|
resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
|
|
resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
|
|
|
|
if (!avatar->mImpostor.isComplete())
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_ALLOCATE);
|
|
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
avatar->mImpostor.allocate(resX,resY,GL_SRGB8_ALPHA8,TRUE,FALSE);
|
|
addDeferredAttachments(avatar->mImpostor);
|
|
}
|
|
else
|
|
{
|
|
avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE);
|
|
}
|
|
|
|
gGL.getTexUnit(0)->bind(&avatar->mImpostor);
|
|
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
}
|
|
else if(resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight())
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_RESIZE);
|
|
avatar->mImpostor.resize(resX,resY);
|
|
}
|
|
|
|
avatar->mImpostor.bindTarget();
|
|
}
|
|
|
|
F32 old_alpha = LLDrawPoolAvatar::sMinimumAlpha;
|
|
|
|
if (visually_muted || too_complex)
|
|
{ //disable alpha masking for muted avatars (get whole skin silhouette)
|
|
LLDrawPoolAvatar::sMinimumAlpha = 0.f;
|
|
}
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
avatar->mImpostor.clear();
|
|
renderGeomDeferred(camera);
|
|
|
|
renderGeomPostDeferred(camera);
|
|
|
|
// Shameless hack time: render it all again,
|
|
// this time writing the depth
|
|
// values we need to generate the alpha mask below
|
|
// while preserving the alpha-sorted color rendering
|
|
// from the previous pass
|
|
//
|
|
sImpostorRenderAlphaDepthPass = true;
|
|
// depth-only here...
|
|
//
|
|
gGL.setColorMask(false,false);
|
|
renderGeomPostDeferred(camera);
|
|
|
|
sImpostorRenderAlphaDepthPass = false;
|
|
|
|
}
|
|
else
|
|
{
|
|
LLGLEnable scissor(GL_SCISSOR_TEST);
|
|
glScissor(0, 0, resX, resY);
|
|
avatar->mImpostor.clear();
|
|
renderGeom(camera);
|
|
|
|
// Shameless hack time: render it all again,
|
|
// this time writing the depth
|
|
// values we need to generate the alpha mask below
|
|
// while preserving the alpha-sorted color rendering
|
|
// from the previous pass
|
|
//
|
|
sImpostorRenderAlphaDepthPass = true;
|
|
|
|
// depth-only here...
|
|
//
|
|
gGL.setColorMask(false,false);
|
|
renderGeom(camera);
|
|
|
|
sImpostorRenderAlphaDepthPass = false;
|
|
}
|
|
|
|
LLDrawPoolAvatar::sMinimumAlpha = old_alpha;
|
|
|
|
{ //create alpha mask based on depth buffer (grey out if muted)
|
|
LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_BACKGROUND);
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
GLuint buff = GL_COLOR_ATTACHMENT0;
|
|
glDrawBuffersARB(1, &buff);
|
|
}
|
|
|
|
LLGLDisable blend(GL_BLEND);
|
|
|
|
if (visually_muted || too_complex)
|
|
{
|
|
gGL.setColorMask(true, true);
|
|
}
|
|
else
|
|
{
|
|
gGL.setColorMask(false, true);
|
|
}
|
|
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
|
|
|
|
gGL.flush();
|
|
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
|
|
static const F32 clip_plane = 0.99999f;
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gDebugProgram.bind();
|
|
}
|
|
|
|
|
|
if (visually_muted)
|
|
{ // Visually muted avatar
|
|
LLColor4 muted_color(avatar->getMutedAVColor());
|
|
LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set solid color " << muted_color << LL_ENDL;
|
|
gGL.diffuseColor4fv( muted_color.mV );
|
|
}
|
|
else
|
|
{ //grey muted avatar
|
|
LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL;
|
|
gGL.diffuseColor4fv(LLColor4::pink.mV );
|
|
}
|
|
|
|
{
|
|
gGL.begin(LLRender::QUADS);
|
|
gGL.vertex3f(-1, -1, clip_plane);
|
|
gGL.vertex3f(1, -1, clip_plane);
|
|
gGL.vertex3f(1, 1, clip_plane);
|
|
gGL.vertex3f(-1, 1, clip_plane);
|
|
gGL.end();
|
|
gGL.flush();
|
|
}
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gDebugProgram.unbind();
|
|
}
|
|
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
avatar->mImpostor.flush();
|
|
|
|
avatar->setImpostorDim(tdim);
|
|
|
|
LLVOAvatar::sUseImpostors = (0 != LLVOAvatar::sMaxNonImpostors);
|
|
sUseOcclusion = occlusion;
|
|
sReflectionRender = false;
|
|
sImpostorRender = false;
|
|
sShadowRender = false;
|
|
popRenderTypeMask();
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
avatar->mNeedsImpostorUpdate = FALSE;
|
|
avatar->cacheImpostorValues();
|
|
avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds;
|
|
|
|
LLVertexBuffer::unbind();
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
}
|
|
|
|
bool LLPipeline::hasRenderBatches(const U32 type) const
|
|
{
|
|
return sCull->getRenderMapSize(type) > 0;
|
|
}
|
|
|
|
LLCullResult::drawinfo_iterator LLPipeline::beginRenderMap(U32 type)
|
|
{
|
|
return sCull->beginRenderMap(type);
|
|
}
|
|
|
|
LLCullResult::drawinfo_iterator LLPipeline::endRenderMap(U32 type)
|
|
{
|
|
return sCull->endRenderMap(type);
|
|
}
|
|
|
|
LLCullResult::sg_iterator LLPipeline::beginAlphaGroups()
|
|
{
|
|
return sCull->beginAlphaGroups();
|
|
}
|
|
|
|
LLCullResult::sg_iterator LLPipeline::endAlphaGroups()
|
|
{
|
|
return sCull->endAlphaGroups();
|
|
}
|
|
|
|
bool LLPipeline::hasRenderType(const U32 type) const
|
|
{
|
|
// STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
|
|
// We then need to test that value here and return false to prevent attachment to render (in mouselook for instance)
|
|
// TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to false explicitely
|
|
return (type == 0 ? false : mRenderTypeEnabled[type]);
|
|
}
|
|
|
|
void LLPipeline::setRenderTypeMask(U32 type, ...)
|
|
{
|
|
va_list args;
|
|
|
|
va_start(args, type);
|
|
while (type < END_RENDER_TYPES)
|
|
{
|
|
mRenderTypeEnabled[type] = true;
|
|
type = va_arg(args, U32);
|
|
}
|
|
va_end(args);
|
|
|
|
if (type > END_RENDER_TYPES)
|
|
{
|
|
LL_ERRS() << "Invalid render type." << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
bool LLPipeline::hasAnyRenderType(U32 type, ...) const
|
|
{
|
|
va_list args;
|
|
|
|
va_start(args, type);
|
|
while (type < END_RENDER_TYPES)
|
|
{
|
|
if (mRenderTypeEnabled[type])
|
|
{
|
|
return true;
|
|
}
|
|
type = va_arg(args, U32);
|
|
}
|
|
va_end(args);
|
|
|
|
if (type > END_RENDER_TYPES)
|
|
{
|
|
LL_ERRS() << "Invalid render type." << LL_ENDL;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void LLPipeline::pushRenderTypeMask()
|
|
{
|
|
std::string cur_mask;
|
|
cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled));
|
|
mRenderTypeEnableStack.push(cur_mask);
|
|
}
|
|
|
|
void LLPipeline::popRenderTypeMask()
|
|
{
|
|
if (mRenderTypeEnableStack.empty())
|
|
{
|
|
LL_ERRS() << "Depleted render type stack." << LL_ENDL;
|
|
}
|
|
|
|
memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled));
|
|
mRenderTypeEnableStack.pop();
|
|
}
|
|
|
|
void LLPipeline::andRenderTypeMask(U32 type, ...)
|
|
{
|
|
va_list args;
|
|
|
|
bool tmp[NUM_RENDER_TYPES];
|
|
for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
|
|
{
|
|
tmp[i] = false;
|
|
}
|
|
|
|
va_start(args, type);
|
|
while (type < END_RENDER_TYPES)
|
|
{
|
|
if (mRenderTypeEnabled[type])
|
|
{
|
|
tmp[type] = true;
|
|
}
|
|
|
|
type = va_arg(args, U32);
|
|
}
|
|
va_end(args);
|
|
|
|
if (type > END_RENDER_TYPES)
|
|
{
|
|
LL_ERRS() << "Invalid render type." << LL_ENDL;
|
|
}
|
|
|
|
for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i)
|
|
{
|
|
mRenderTypeEnabled[i] = tmp[i];
|
|
}
|
|
|
|
}
|
|
|
|
void LLPipeline::clearRenderTypeMask(U32 type, ...)
|
|
{
|
|
va_list args;
|
|
|
|
va_start(args, type);
|
|
while (type < END_RENDER_TYPES)
|
|
{
|
|
mRenderTypeEnabled[type] = false;
|
|
|
|
type = va_arg(args, U32);
|
|
}
|
|
va_end(args);
|
|
|
|
if (type > END_RENDER_TYPES)
|
|
{
|
|
LL_ERRS() << "Invalid render type." << LL_ENDL;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::setAllRenderTypes()
|
|
{
|
|
for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
|
|
{
|
|
mRenderTypeEnabled[i] = true;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::clearAllRenderTypes()
|
|
{
|
|
for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
|
|
{
|
|
mRenderTypeEnabled[i] = false;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color)
|
|
{
|
|
DebugBlip blip(position, color);
|
|
mDebugBlips.push_back(blip);
|
|
}
|
|
|
|
void LLPipeline::hidePermanentObjects( std::vector<U32>& restoreList )
|
|
{
|
|
//This method is used to hide any vo's from the object list that may have
|
|
//the permanent flag set.
|
|
|
|
U32 objCnt = gObjectList.getNumObjects();
|
|
for (U32 i = 0; i < objCnt; ++i)
|
|
{
|
|
LLViewerObject* pObject = gObjectList.getObject(i);
|
|
if ( pObject && pObject->flagObjectPermanent() )
|
|
{
|
|
LLDrawable *pDrawable = pObject->mDrawable;
|
|
|
|
if ( pDrawable )
|
|
{
|
|
restoreList.push_back( i );
|
|
hideDrawable( pDrawable );
|
|
}
|
|
}
|
|
}
|
|
|
|
skipRenderingOfTerrain( true );
|
|
}
|
|
|
|
void LLPipeline::restorePermanentObjects( const std::vector<U32>& restoreList )
|
|
{
|
|
//This method is used to restore(unhide) any vo's from the object list that may have
|
|
//been hidden because their permanency flag was set.
|
|
|
|
std::vector<U32>::const_iterator itCurrent = restoreList.begin();
|
|
std::vector<U32>::const_iterator itEnd = restoreList.end();
|
|
|
|
U32 objCnt = gObjectList.getNumObjects();
|
|
|
|
while ( itCurrent != itEnd )
|
|
{
|
|
U32 index = *itCurrent;
|
|
LLViewerObject* pObject = NULL;
|
|
if ( index < objCnt )
|
|
{
|
|
pObject = gObjectList.getObject( index );
|
|
}
|
|
if ( pObject )
|
|
{
|
|
LLDrawable *pDrawable = pObject->mDrawable;
|
|
if ( pDrawable )
|
|
{
|
|
pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
|
|
unhideDrawable( pDrawable );
|
|
}
|
|
}
|
|
++itCurrent;
|
|
}
|
|
|
|
skipRenderingOfTerrain( false );
|
|
}
|
|
|
|
void LLPipeline::skipRenderingOfTerrain( bool flag )
|
|
{
|
|
pool_set_t::iterator iter = mPools.begin();
|
|
while ( iter != mPools.end() )
|
|
{
|
|
LLDrawPool* pPool = *iter;
|
|
U32 poolType = pPool->getType();
|
|
if ( hasRenderType( pPool->getType() ) && poolType == LLDrawPool::POOL_TERRAIN )
|
|
{
|
|
pPool->setSkipRenderFlag( flag );
|
|
}
|
|
++iter;
|
|
}
|
|
}
|
|
|
|
void LLPipeline::hideObject( const LLUUID& id )
|
|
{
|
|
LLViewerObject *pVO = gObjectList.findObject( id );
|
|
|
|
if ( pVO )
|
|
{
|
|
LLDrawable *pDrawable = pVO->mDrawable;
|
|
|
|
if ( pDrawable )
|
|
{
|
|
hideDrawable( pDrawable );
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLPipeline::hideDrawable( LLDrawable *pDrawable )
|
|
{
|
|
pDrawable->setState( LLDrawable::FORCE_INVISIBLE );
|
|
markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE );
|
|
//hide the children
|
|
LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren();
|
|
for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
|
|
iter != child_list.end(); iter++ )
|
|
{
|
|
LLViewerObject* child = *iter;
|
|
LLDrawable* drawable = child->mDrawable;
|
|
if ( drawable )
|
|
{
|
|
drawable->setState( LLDrawable::FORCE_INVISIBLE );
|
|
markRebuild( drawable, LLDrawable::REBUILD_ALL, TRUE );
|
|
}
|
|
}
|
|
}
|
|
void LLPipeline::unhideDrawable( LLDrawable *pDrawable )
|
|
{
|
|
pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
|
|
markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE );
|
|
//restore children
|
|
LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren();
|
|
for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
|
|
iter != child_list.end(); iter++)
|
|
{
|
|
LLViewerObject* child = *iter;
|
|
LLDrawable* drawable = child->mDrawable;
|
|
if ( drawable )
|
|
{
|
|
drawable->clearState( LLDrawable::FORCE_INVISIBLE );
|
|
markRebuild( drawable, LLDrawable::REBUILD_ALL, TRUE );
|
|
}
|
|
}
|
|
}
|
|
void LLPipeline::restoreHiddenObject( const LLUUID& id )
|
|
{
|
|
LLViewerObject *pVO = gObjectList.findObject( id );
|
|
|
|
if ( pVO )
|
|
{
|
|
LLDrawable *pDrawable = pVO->mDrawable;
|
|
if ( pDrawable )
|
|
{
|
|
unhideDrawable( pDrawable );
|
|
}
|
|
}
|
|
}
|
|
|