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|
/**
* @file pipeline.cpp
* @brief Rendering pipeline.
*
* Copyright (c) 2005-2007, Linden Research, Inc.
*
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
#include "llviewerprecompiledheaders.h"
#include "pipeline.h"
// library includes
#include "audioengine.h" // For MAX_BUFFERS for debugging.
#include "imageids.h"
#include "llerror.h"
#include "llviewercontrol.h"
#include "llfasttimer.h"
#include "llfontgl.h"
#include "llmemory.h"
#include "llmemtype.h"
#include "llnamevalue.h"
#include "llprimitive.h"
#include "llvolume.h"
#include "material_codes.h"
#include "timing.h"
#include "v3color.h"
#include "llui.h"
#include "llglheaders.h"
// newview includes
#include "llagent.h"
#include "lldrawable.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolavatar.h"
#include "lldrawpoolground.h"
#include "lldrawpoolsimple.h"
#include "lldrawpoolbump.h"
#include "lldrawpooltree.h"
#include "lldrawpoolwater.h"
#include "llface.h"
#include "llfeaturemanager.h"
#include "llfloatertelehub.h"
#include "llframestats.h"
#include "llgldbg.h"
#include "llhudmanager.h"
#include "lllightconstants.h"
#include "llresmgr.h"
#include "llselectmgr.h"
#include "llsky.h"
#include "lltracker.h"
#include "lltool.h"
#include "lltoolmgr.h"
#include "llviewercamera.h"
#include "llviewerimagelist.h"
#include "llviewerobject.h"
#include "llviewerobjectlist.h"
#include "llviewerparcelmgr.h"
#include "llviewerregion.h" // for audio debugging.
#include "llviewerwindow.h" // For getSpinAxis
#include "llvoavatar.h"
#include "llvoground.h"
#include "llvosky.h"
#include "llvotree.h"
#include "llvovolume.h"
#include "llvosurfacepatch.h"
#include "llvowater.h"
#include "llvotree.h"
#include "llvopartgroup.h"
#include "llworld.h"
#include "viewer.h"
#include "llcubemap.h"
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
#else
//#define DEBUG_INDICES
#endif
#define AGGRESSIVE_OCCLUSION 0
const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
const S32 MAX_ACTIVE_OBJECT_QUIET_FRAMES = 40;
const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
// Guess on the number of visible objects in the scene, used to
// pre-size std::vector and other arrays. JC
const S32 ESTIMATED_VISIBLE_OBJECT_COUNT = 8192;
// If the sum of the X + Y + Z scale of an object exceeds this number,
// it will be considered a potential occluder. For instance,
// a box of size 6 x 6 x 1 has sum 13, which might be an occluder. JC
const F32 OCCLUDE_SCALE_SUM_THRESHOLD = 8.f;
// Max number of occluders to search for. JC
const S32 MAX_OCCLUDER_COUNT = 2;
extern S32 gBoxFrame;
extern BOOL gRenderLightGlows;
extern BOOL gHideSelectedObjects;
BOOL gAvatarBacklight = FALSE;
S32 gTrivialAccepts = 0;
BOOL gRenderForSelect = FALSE;
//glsl parameter tables
const char* LLPipeline::sReservedAttribs[] =
{
"materialColor",
"specularColor",
"binormal"
};
U32 LLPipeline::sReservedAttribCount = LLPipeline::GLSL_END_RESERVED_ATTRIBS;
const char* LLPipeline::sAvatarAttribs[] =
{
"weight",
"clothing",
"gWindDir",
"gSinWaveParams",
"gGravity"
};
U32 LLPipeline::sAvatarAttribCount = sizeof(LLPipeline::sAvatarAttribs)/sizeof(char*);
const char* LLPipeline::sAvatarUniforms[] =
{
"matrixPalette"
};
U32 LLPipeline::sAvatarUniformCount = 1;
const char* LLPipeline::sReservedUniforms[] =
{
"diffuseMap",
"specularMap",
"bumpMap",
"environmentMap",
"scatterMap"
};
U32 LLPipeline::sReservedUniformCount = LLPipeline::GLSL_END_RESERVED_UNIFORMS;
const char* LLPipeline::sTerrainUniforms[] =
{
"detail0",
"detail1",
"alphaRamp"
};
U32 LLPipeline::sTerrainUniformCount = sizeof(LLPipeline::sTerrainUniforms)/sizeof(char*);
const char* LLPipeline::sShinyUniforms[] =
{
"origin"
};
U32 LLPipeline::sShinyUniformCount = sizeof(LLPipeline::sShinyUniforms)/sizeof(char*);
const char* LLPipeline::sWaterUniforms[] =
{
"screenTex",
"eyeVec",
"time",
"d1",
"d2",
"lightDir",
"specular",
"lightExp",
"fbScale",
"refScale"
};
U32 LLPipeline::sWaterUniformCount = sizeof(LLPipeline::sWaterUniforms)/sizeof(char*);
//----------------------------------------
void stamp(F32 x, F32 y, F32 xs, F32 ys)
{
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3f(x, y, 0.0f);
glTexCoord2f(1,0);
glVertex3f(x+xs,y, 0.0f);
glTexCoord2f(1,1);
glVertex3f(x+xs,y+ys,0.0f);
glTexCoord2f(0,1);
glVertex3f(x, y+ys,0.0f);
glEnd();
}
//----------------------------------------
S32 LLPipeline::sCompiles = 0;
BOOL LLPipeline::sShowHUDAttachments = TRUE;
BOOL LLPipeline::sRenderPhysicalBeacons = FALSE;
BOOL LLPipeline::sRenderScriptedBeacons = FALSE;
BOOL LLPipeline::sRenderParticleBeacons = FALSE;
BOOL LLPipeline::sRenderSoundBeacons = FALSE;
BOOL LLPipeline::sUseOcclusion = FALSE;
BOOL LLPipeline::sSkipUpdate = FALSE;
BOOL LLPipeline::sDynamicReflections = FALSE;
LLPipeline::LLPipeline() :
mCubeBuffer(NULL),
mCubeList(0),
mVertexShadersEnabled(FALSE),
mVertexShadersLoaded(0),
mLastRebuildPool(NULL),
mAlphaPool(NULL),
mAlphaPoolPostWater(NULL),
mSkyPool(NULL),
mStarsPool(NULL),
mTerrainPool(NULL),
mWaterPool(NULL),
mGroundPool(NULL),
mSimplePool(NULL),
mBumpPool(NULL),
mLightMask(0),
mLightMovingMask(0)
{
}
void LLPipeline::init()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
stop_glerror();
//create object partitions
//MUST MATCH declaration of eObjectPartitions
mObjectPartition.push_back(new LLVolumePartition()); //PARTITION_VOLUME
mObjectPartition.push_back(new LLBridgePartition()); //PARTITION_BRIDGE
mObjectPartition.push_back(new LLHUDPartition()); //PARTITION_HUD
mObjectPartition.push_back(new LLTerrainPartition()); //PARTITION_TERRAIN
mObjectPartition.push_back(new LLWaterPartition()); //PARTITION_WATER
mObjectPartition.push_back(new LLTreePartition()); //PARTITION_TREE
mObjectPartition.push_back(new LLParticlePartition()); //PARTITION_PARTICLE
mObjectPartition.push_back(new LLCloudPartition()); //PARTITION_CLOUD
mObjectPartition.push_back(new LLGrassPartition()); //PARTITION_GRASS
mObjectPartition.push_back(NULL); //PARTITION_NONE
//create render pass pools
getPool(LLDrawPool::POOL_ALPHA);
getPool(LLDrawPool::POOL_ALPHA_POST_WATER);
getPool(LLDrawPool::POOL_SIMPLE);
getPool(LLDrawPool::POOL_BUMP);
mTrianglesDrawnStat.reset();
resetFrameStats();
mRenderTypeMask = 0xffffffff; // All render types start on
mRenderDebugFeatureMask = 0xffffffff; // All debugging features on
mRenderFeatureMask = 0; // All features start off
mRenderDebugMask = 0; // All debug starts off
mOldRenderDebugMask = mRenderDebugMask;
mBackfaceCull = TRUE;
stop_glerror();
// Enable features
stop_glerror();
setShaders();
}
void LLPipeline::LLScatterShader::init(GLhandleARB shader, int map_stage)
{
glUseProgramObjectARB(shader);
glUniform1iARB(glGetUniformLocationARB(shader, "scatterMap"), map_stage);
glUseProgramObjectARB(0);
}
LLPipeline::~LLPipeline()
{
}
void LLPipeline::cleanup()
{
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())
{
llwarns << "Terrain Pools not cleaned up" << llendl;
}
if (!mTreePools.empty())
{
llwarns << "Tree Pools not cleaned up" << llendl;
}
delete mAlphaPool;
mAlphaPool = NULL;
delete mAlphaPoolPostWater;
mAlphaPoolPostWater = NULL;
delete mSkyPool;
mSkyPool = NULL;
delete mStarsPool;
mStarsPool = NULL;
delete mTerrainPool;
mTerrainPool = NULL;
delete mWaterPool;
mWaterPool = NULL;
delete mGroundPool;
mGroundPool = NULL;
delete mSimplePool;
mSimplePool = NULL;
delete mBumpPool;
mBumpPool = NULL;
if (mCubeBuffer)
{
delete mCubeBuffer;
mCubeBuffer = NULL;
}
if (mCubeList)
{
glDeleteLists(mCubeList, 1);
mCubeList = 0;
}
mBloomImagep = NULL;
mBloomImage2p = NULL;
mFaceSelectImagep = NULL;
mAlphaSizzleImagep = NULL;
for (S32 i = 0; i < NUM_PARTITIONS-1; i++)
{
delete mObjectPartition[i];
}
mObjectPartition.clear();
mVisibleList.clear();
mVisibleGroups.clear();
mDrawableGroups.clear();
mActiveGroups.clear();
mVisibleBridge.clear();
mMovedBridge.clear();
mOccludedBridge.clear();
mAlphaGroups.clear();
clearRenderMap();
}
//============================================================================
void LLPipeline::destroyGL()
{
stop_glerror();
unloadShaders();
mHighlightFaces.clear();
mVisibleList.clear();
mVisibleGroups.clear();
mDrawableGroups.clear();
mActiveGroups.clear();
mVisibleBridge.clear();
mOccludedBridge.clear();
mAlphaGroups.clear();
clearRenderMap();
resetVertexBuffers();
if (mCubeBuffer)
{
delete mCubeBuffer;
mCubeBuffer = NULL;
}
if (mCubeList)
{
glDeleteLists(mCubeList, 1);
mCubeList = 0;
}
}
void LLPipeline::restoreGL()
{
resetVertexBuffers();
if (mVertexShadersEnabled)
{
setShaders();
}
for (U32 i = 0; i < mObjectPartition.size()-1; i++)
{
if (mObjectPartition[i])
{
mObjectPartition[i]->restoreGL();
}
}
}
//============================================================================
// Load Shader
static LLString get_object_log(GLhandleARB ret)
{
LLString res;
//get log length
GLint length;
glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
if (length > 0)
{
//the log could be any size, so allocate appropriately
GLcharARB* log = new GLcharARB[length];
glGetInfoLogARB(ret, length, &length, log);
res = LLString(log);
delete[] log;
}
return res;
}
void LLPipeline::dumpObjectLog(GLhandleARB ret, BOOL warns)
{
LLString log = get_object_log(ret);
if (warns)
{
llwarns << log << llendl;
}
else
{
llinfos << log << llendl;
}
}
GLhandleARB LLPipeline::loadShader(const LLString& filename, S32 cls, GLenum type)
{
GLenum error;
error = glGetError();
if (error != GL_NO_ERROR)
{
llwarns << "GL ERROR entering loadShader(): " << error << llendl;
}
llinfos << "Loading shader file: " << filename << llendl;
if (filename.empty())
{
return 0;
}
//read in from file
FILE* file = NULL;
S32 try_gpu_class = mVertexShaderLevel[cls];
S32 gpu_class;
//find the most relevant file
for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
{ //search from the current gpu class down to class 1 to find the most relevant shader
std::stringstream fname;
fname << gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class");
fname << gpu_class << "/" << filename;
// llinfos << "Looking in " << fname.str().c_str() << llendl;
file = fopen(fname.str().c_str(), "r"); /* Flawfinder: ignore */
if (file)
{
break; // done
}
}
if (file == NULL)
{
llinfos << "GLSL Shader file not found: " << filename << llendl;
return 0;
}
//we can't have any lines longer than 1024 characters
//or any shaders longer than 1024 lines... deal - DaveP
GLcharARB buff[1024];
GLcharARB* text[1024];
GLuint count = 0;
//copy file into memory
while(fgets(buff, 1024, file) != NULL)
{
text[count++] = strdup(buff);
}
fclose(file);
//create shader object
GLhandleARB ret = glCreateShaderObjectARB(type);
error = glGetError();
if (error != GL_NO_ERROR)
{
llwarns << "GL ERROR in glCreateShaderObjectARB: " << error << llendl;
}
else
{
//load source
glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL);
error = glGetError();
if (error != GL_NO_ERROR)
{
llwarns << "GL ERROR in glShaderSourceARB: " << error << llendl;
}
else
{
//compile source
glCompileShaderARB(ret);
error = glGetError();
if (error != GL_NO_ERROR)
{
llwarns << "GL ERROR in glCompileShaderARB: " << error << llendl;
}
}
}
//free memory
for (GLuint i = 0; i < count; i++)
{
free(text[i]);
}
if (error == GL_NO_ERROR)
{
//check for errors
GLint success = GL_TRUE;
glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success);
error = glGetError();
if (error != GL_NO_ERROR || success == GL_FALSE)
{
//an error occured, print log
llwarns << "GLSL Compilation Error: (" << error << ") in " << filename << llendl;
dumpObjectLog(ret);
ret = 0;
}
}
else
{
ret = 0;
}
stop_glerror();
//successfully loaded, save results
#if 1 // 1.9.1
if (ret)
{
mVertexShaderLevel[cls] = try_gpu_class;
}
else
{
if (mVertexShaderLevel[cls] > 1)
{
mVertexShaderLevel[cls] = mVertexShaderLevel[cls] - 1;
ret = loadShader(filename,cls,type);
if (ret && mMaxVertexShaderLevel[cls] > mVertexShaderLevel[cls])
{
mMaxVertexShaderLevel[cls] = mVertexShaderLevel[cls];
}
}
}
#else
if (ret)
{
S32 max = -1;
/*if (try_gpu_class == mMaxVertexShaderLevel[cls])
{
max = gpu_class;
}*/
saveVertexShaderLevel(cls,try_gpu_class,max);
}
else
{
if (mVertexShaderLevel[cls] > 1)
{
mVertexShaderLevel[cls] = mVertexShaderLevel[cls] - 1;
ret = loadShader(f,cls,type);
if (ret && mMaxVertexShaderLevel[cls] > mVertexShaderLevel[cls])
{
saveVertexShaderLevel(cls, mVertexShaderLevel[cls], mVertexShaderLevel[cls]);
}
}
}
#endif
return ret;
}
BOOL LLPipeline::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
{
//check for errors
glLinkProgramARB(obj);
GLint success = GL_TRUE;
glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success);
if (!suppress_errors && success == GL_FALSE)
{
//an error occured, print log
llwarns << "GLSL Linker Error:" << llendl;
}
LLString log = get_object_log(obj);
LLString::toLower(log);
if (log.find("software") != LLString::npos)
{
llwarns << "GLSL Linker: Running in Software:" << llendl;
success = GL_FALSE;
suppress_errors = FALSE;
}
if (!suppress_errors)
{
dumpObjectLog(obj, !success);
}
return success;
}
BOOL LLPipeline::validateProgramObject(GLhandleARB obj)
{
//check program validity against current GL
glValidateProgramARB(obj);
GLint success = GL_TRUE;
glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);
if (success == GL_FALSE)
{
llwarns << "GLSL program not valid: " << llendl;
dumpObjectLog(obj);
}
else
{
dumpObjectLog(obj, FALSE);
}
return success;
}
//============================================================================
// Shader Management
void LLPipeline::setShaders()
{
sDynamicReflections = gSavedSettings.getBOOL("RenderDynamicReflections");
//hack to reset buffers that change behavior with shaders
resetVertexBuffers();
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_WAIT);
}
// Lighting
setLightingDetail(-1);
// Shaders
for (S32 i=0; i<SHADER_COUNT; i++)
{
mVertexShaderLevel[i] = 0;
mMaxVertexShaderLevel[i] = 0;
}
if (canUseVertexShaders())
{
S32 light_class = 2;
S32 env_class = 2;
S32 obj_class = 0;
if (getLightingDetail() == 0)
{
light_class = 1;
}
// Load lighting shaders
mVertexShaderLevel[SHADER_LIGHTING] = light_class;
mMaxVertexShaderLevel[SHADER_LIGHTING] = light_class;
mVertexShaderLevel[SHADER_ENVIRONMENT] = env_class;
mMaxVertexShaderLevel[SHADER_ENVIRONMENT] = env_class;
mVertexShaderLevel[SHADER_OBJECT] = obj_class;
mMaxVertexShaderLevel[SHADER_OBJECT] = obj_class;
BOOL loaded = loadShadersLighting();
if (loaded)
{
mVertexShadersEnabled = TRUE;
mVertexShadersLoaded = 1;
// Load all shaders to set max levels
loadShadersEnvironment();
loadShadersObject();
// Load max avatar shaders to set the max level
mVertexShaderLevel[SHADER_AVATAR] = 3;
mMaxVertexShaderLevel[SHADER_AVATAR] = 3;
loadShadersAvatar();
// Load shaders to correct levels
if (!gSavedSettings.getBOOL("RenderRippleWater"))
{
mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
loadShadersEnvironment(); // unloads
}
#if LL_DARWIN // force avatar shaders off for mac
mVertexShaderLevel[SHADER_AVATAR] = 0;
mMaxVertexShaderLevel[SHADER_AVATAR] = 0;
#else
if (gSavedSettings.getBOOL("RenderAvatarVP"))
{
S32 avatar = gSavedSettings.getS32("RenderAvatarMode");
S32 avatar_class = 1 + avatar;
// Set the actual level
mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
loadShadersAvatar();
if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class)
{
if (mVertexShaderLevel[SHADER_AVATAR] == 0)
{
gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
}
avatar = llmax(mVertexShaderLevel[SHADER_AVATAR]-1,0);
gSavedSettings.setS32("RenderAvatarMode", avatar);
}
}
else
{
mVertexShaderLevel[SHADER_AVATAR] = 0;
gSavedSettings.setS32("RenderAvatarMode", 0);
loadShadersAvatar(); // unloads
}
#endif
}
else
{
mVertexShadersEnabled = FALSE;
mVertexShadersLoaded = 0;
}
}
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_ARROW);
}
}
BOOL LLPipeline::canUseVertexShaders()
{
if (!gGLManager.mHasVertexShader ||
!gGLManager.mHasFragmentShader ||
!gFeatureManagerp->isFeatureAvailable("VertexShaderEnable") ||
mVertexShadersLoaded == -1)
{
return FALSE;
}
else
{
return TRUE;
}
}
void LLPipeline::unloadShaders()
{
mObjectSimpleProgram.unload();
mObjectShinyProgram.unload();
mObjectBumpProgram.unload();
mObjectAlphaProgram.unload();
mWaterProgram.unload();
mTerrainProgram.unload();
mGroundProgram.unload();
mAvatarProgram.unload();
mAvatarEyeballProgram.unload();
mAvatarPickProgram.unload();
mHighlightProgram.unload();
mVertexShaderLevel[SHADER_LIGHTING] = 0;
mVertexShaderLevel[SHADER_OBJECT] = 0;
mVertexShaderLevel[SHADER_AVATAR] = 0;
mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
mVertexShaderLevel[SHADER_INTERFACE] = 0;
mLightVertex = mLightFragment = mScatterVertex = mScatterFragment = 0;
mVertexShadersLoaded = 0;
}
#if 0 // 1.9.2
// Any time shader options change
BOOL LLPipeline::loadShaders()
{
unloadShaders();
if (!canUseVertexShaders())
{
return FALSE;
}
S32 light_class = mMaxVertexShaderLevel[SHADER_LIGHTING];
if (getLightingDetail() == 0)
{
light_class = 1; // Use minimum lighting shader
}
else if (getLightingDetail() == 1)
{
light_class = 2; // Use medium lighting shader
}
mVertexShaderLevel[SHADER_LIGHTING] = light_class;
//mVertexShaderLevel[SHADER_OBJECT] = llmin(mMaxVertexShaderLevel[SHADER_OBJECT], gSavedSettings.getS32("VertexShaderLevelObject"));
mVertexShaderLevel[SHADER_OBJECT] = 0;
mVertexShaderLevel[SHADER_AVATAR] = llmin(mMaxVertexShaderLevel[SHADER_AVATAR], gSavedSettings.getS32("VertexShaderLevelAvatar"));
mVertexShaderLevel[SHADER_ENVIRONMENT] = llmin(mMaxVertexShaderLevel[SHADER_ENVIRONMENT], gSavedSettings.getS32("VertexShaderLevelEnvironment"));
mVertexShaderLevel[SHADER_INTERFACE] = mMaxVertexShaderLevel[SHADER_INTERFACE];
BOOL loaded = loadShadersLighting();
if (loaded)
{
loadShadersEnvironment(); // Must load this before object/avatar for scatter
loadShadersObject();
loadShadersAvatar();
loadShadersInterface();
mVertexShadersLoaded = 1;
}
else
{
unloadShaders();
mVertexShadersEnabled = FALSE;
mVertexShadersLoaded = 0; //-1; // -1 = failed
setLightingDetail(-1);
}
return loaded;
}
#endif
BOOL LLPipeline::loadShadersLighting()
{
// Load light dependency shaders first
// All of these have to load for any shaders to function
std::string lightvertex = "lighting/lightV.glsl";
//get default light function implementation
mLightVertex = loadShader(lightvertex, SHADER_LIGHTING, GL_VERTEX_SHADER_ARB);
if( !mLightVertex )
{
llwarns << "Failed to load " << lightvertex << llendl;
return FALSE;
}
std::string lightfragment = "lighting/lightF.glsl";
mLightFragment = loadShader(lightfragment, SHADER_LIGHTING, GL_FRAGMENT_SHADER_ARB);
if ( !mLightFragment )
{
llwarns << "Failed to load " << lightfragment << llendl;
return FALSE;
}
// NOTE: Scatter shaders use the ENVIRONMENT detail level
std::string scattervertex = "environment/scatterV.glsl";
mScatterVertex = loadShader(scattervertex, SHADER_ENVIRONMENT, GL_VERTEX_SHADER_ARB);
if ( !mScatterVertex )
{
llwarns << "Failed to load " << scattervertex << llendl;
return FALSE;
}
std::string scatterfragment = "environment/scatterF.glsl";
mScatterFragment = loadShader(scatterfragment, SHADER_ENVIRONMENT, GL_FRAGMENT_SHADER_ARB);
if ( !mScatterFragment )
{
llwarns << "Failed to load " << scatterfragment << llendl;
return FALSE;
}
return TRUE;
}
BOOL LLPipeline::loadShadersEnvironment()
{
GLhandleARB baseObjects[] =
{
mLightFragment,
mLightVertex,
mScatterFragment,
mScatterVertex
};
S32 baseCount = 4;
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0)
{
mWaterProgram.unload();
mGroundProgram.unload();
mTerrainProgram.unload();
return FALSE;
}
if (success)
{
//load water vertex shader
std::string waterfragment = "environment/waterF.glsl";
std::string watervertex = "environment/waterV.glsl";
mWaterProgram.mProgramObject = glCreateProgramObjectARB();
mWaterProgram.attachObjects(baseObjects, baseCount);
mWaterProgram.attachObject(loadShader(watervertex, SHADER_ENVIRONMENT, GL_VERTEX_SHADER_ARB));
mWaterProgram.attachObject(loadShader(waterfragment, SHADER_ENVIRONMENT, GL_FRAGMENT_SHADER_ARB));
success = mWaterProgram.mapAttributes();
if (success)
{
success = mWaterProgram.mapUniforms(sWaterUniforms, sWaterUniformCount);
}
if (!success)
{
llwarns << "Failed to load " << watervertex << llendl;
}
}
if (success)
{
//load ground vertex shader
std::string groundvertex = "environment/groundV.glsl";
std::string groundfragment = "environment/groundF.glsl";
mGroundProgram.mProgramObject = glCreateProgramObjectARB();
mGroundProgram.attachObjects(baseObjects, baseCount);
mGroundProgram.attachObject(loadShader(groundvertex, SHADER_ENVIRONMENT, GL_VERTEX_SHADER_ARB));
mGroundProgram.attachObject(loadShader(groundfragment, SHADER_ENVIRONMENT, GL_FRAGMENT_SHADER_ARB));
success = mGroundProgram.mapAttributes();
if (success)
{
success = mGroundProgram.mapUniforms();
}
if (!success)
{
llwarns << "Failed to load " << groundvertex << llendl;
}
}
if (success)
{
//load terrain vertex shader
std::string terrainvertex = "environment/terrainV.glsl";
std::string terrainfragment = "environment/terrainF.glsl";
mTerrainProgram.mProgramObject = glCreateProgramObjectARB();
mTerrainProgram.attachObjects(baseObjects, baseCount);
mTerrainProgram.attachObject(loadShader(terrainvertex, SHADER_ENVIRONMENT, GL_VERTEX_SHADER_ARB));
mTerrainProgram.attachObject(loadShader(terrainfragment, SHADER_ENVIRONMENT, GL_FRAGMENT_SHADER_ARB));
success = mTerrainProgram.mapAttributes();
if (success)
{
success = mTerrainProgram.mapUniforms(sTerrainUniforms, sTerrainUniformCount);
}
if (!success)
{
llwarns << "Failed to load " << terrainvertex << llendl;
}
}
if( !success )
{
mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
mMaxVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
return FALSE;
}
if (gWorldPointer)
{
gWorldPointer->updateWaterObjects();
}
return TRUE;
}
BOOL LLPipeline::loadShadersObject()
{
GLhandleARB baseObjects[] =
{
mLightFragment,
mLightVertex,
mScatterFragment,
mScatterVertex
};
S32 baseCount = 4;
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_OBJECT] == 0)
{
mObjectShinyProgram.unload();
mObjectSimpleProgram.unload();
mObjectBumpProgram.unload();
mObjectAlphaProgram.unload();
return FALSE;
}
#if 0
if (success)
{
//load object (volume/tree) vertex shader
std::string simplevertex = "objects/simpleV.glsl";
std::string simplefragment = "objects/simpleF.glsl";
mObjectSimpleProgram.mProgramObject = glCreateProgramObjectARB();
mObjectSimpleProgram.attachObjects(baseObjects, baseCount);
mObjectSimpleProgram.attachObject(loadShader(simplevertex, SHADER_OBJECT, GL_VERTEX_SHADER_ARB));
mObjectSimpleProgram.attachObject(loadShader(simplefragment, SHADER_OBJECT, GL_FRAGMENT_SHADER_ARB));
success = mObjectSimpleProgram.mapAttributes();
if (success)
{
success = mObjectSimpleProgram.mapUniforms();
}
if( !success )
{
llwarns << "Failed to load " << simplevertex << llendl;
}
}
if (success)
{
//load object bumpy vertex shader
std::string bumpshinyvertex = "objects/bumpshinyV.glsl";
std::string bumpshinyfragment = "objects/bumpshinyF.glsl";
mObjectBumpProgram.mProgramObject = glCreateProgramObjectARB();
mObjectBumpProgram.attachObjects(baseObjects, baseCount);
mObjectBumpProgram.attachObject(loadShader(bumpshinyvertex, SHADER_OBJECT, GL_VERTEX_SHADER_ARB));
mObjectBumpProgram.attachObject(loadShader(bumpshinyfragment, SHADER_OBJECT, GL_FRAGMENT_SHADER_ARB));
success = mObjectBumpProgram.mapAttributes();
if (success)
{
success = mObjectBumpProgram.mapUniforms();
}
if( !success )
{
llwarns << "Failed to load " << bumpshinyvertex << llendl;
}
}
if (success)
{
//load object alpha vertex shader
std::string alphavertex = "objects/alphaV.glsl";
std::string alphafragment = "objects/alphaF.glsl";
mObjectAlphaProgram.mProgramObject = glCreateProgramObjectARB();
mObjectAlphaProgram.attachObjects(baseObjects, baseCount);
mObjectAlphaProgram.attachObject(loadShader(alphavertex, SHADER_OBJECT, GL_VERTEX_SHADER_ARB));
mObjectAlphaProgram.attachObject(loadShader(alphafragment, SHADER_OBJECT, GL_FRAGMENT_SHADER_ARB));
success = mObjectAlphaProgram.mapAttributes();
if (success)
{
success = mObjectAlphaProgram.mapUniforms();
}
if( !success )
{
llwarns << "Failed to load " << alphavertex << llendl;
}
}
#endif
if (success)
{
//load shiny vertex shader
std::string shinyvertex = "objects/shinyV.glsl";
std::string shinyfragment = "objects/shinyF.glsl";
mObjectShinyProgram.mProgramObject = glCreateProgramObjectARB();
mObjectShinyProgram.attachObjects(baseObjects, baseCount);
mObjectShinyProgram.attachObject(loadShader(shinyvertex, SHADER_OBJECT, GL_VERTEX_SHADER_ARB));
mObjectShinyProgram.attachObject(loadShader(shinyfragment, SHADER_OBJECT, GL_FRAGMENT_SHADER_ARB));
success = mObjectShinyProgram.mapAttributes();
if (success)
{
success = mObjectShinyProgram.mapUniforms(LLPipeline::sShinyUniforms, LLPipeline::sShinyUniformCount);
}
if( !success )
{
llwarns << "Failed to load " << shinyvertex << llendl;
}
}
if( !success )
{
mVertexShaderLevel[SHADER_OBJECT] = 0;
mMaxVertexShaderLevel[SHADER_OBJECT] = 0;
return FALSE;
}
return TRUE;
}
BOOL LLPipeline::loadShadersAvatar()
{
GLhandleARB baseObjects[] =
{
mLightFragment,
mLightVertex,
mScatterFragment,
mScatterVertex
};
S32 baseCount = 4;
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_AVATAR] == 0)
{
mAvatarProgram.unload();
mAvatarEyeballProgram.unload();
mAvatarPickProgram.unload();
return FALSE;
}
if (success)
{
//load specular (eyeball) vertex program
std::string eyeballvertex = "avatar/eyeballV.glsl";
std::string eyeballfragment = "avatar/eyeballF.glsl";
mAvatarEyeballProgram.mProgramObject = glCreateProgramObjectARB();
mAvatarEyeballProgram.attachObjects(baseObjects, baseCount);
mAvatarEyeballProgram.attachObject(loadShader(eyeballvertex, SHADER_AVATAR, GL_VERTEX_SHADER_ARB));
mAvatarEyeballProgram.attachObject(loadShader(eyeballfragment, SHADER_AVATAR, GL_FRAGMENT_SHADER_ARB));
success = mAvatarEyeballProgram.mapAttributes();
if (success)
{
success = mAvatarEyeballProgram.mapUniforms();
}
if( !success )
{
llwarns << "Failed to load " << eyeballvertex << llendl;
}
}
if (success)
{
mAvatarSkinVertex = loadShader("avatar/avatarSkinV.glsl", SHADER_AVATAR, GL_VERTEX_SHADER_ARB);
//load avatar vertex shader
std::string avatarvertex = "avatar/avatarV.glsl";
std::string avatarfragment = "avatar/avatarF.glsl";
mAvatarProgram.mProgramObject = glCreateProgramObjectARB();
mAvatarProgram.attachObjects(baseObjects, baseCount);
mAvatarProgram.attachObject(mAvatarSkinVertex);
mAvatarProgram.attachObject(loadShader(avatarvertex, SHADER_AVATAR, GL_VERTEX_SHADER_ARB));
mAvatarProgram.attachObject(loadShader(avatarfragment, SHADER_AVATAR, GL_FRAGMENT_SHADER_ARB));
success = mAvatarProgram.mapAttributes(sAvatarAttribs, sAvatarAttribCount);
if (success)
{
success = mAvatarProgram.mapUniforms(sAvatarUniforms, sAvatarUniformCount);
}
if( !success )
{
llwarns << "Failed to load " << avatarvertex << llendl;
}
}
if (success)
{
//load avatar picking shader
std::string pickvertex = "avatar/pickAvatarV.glsl";
std::string pickfragment = "avatar/pickAvatarF.glsl";
mAvatarPickProgram.mProgramObject = glCreateProgramObjectARB();
mAvatarPickProgram.attachObject(loadShader(pickvertex, SHADER_AVATAR, GL_VERTEX_SHADER_ARB));
mAvatarPickProgram.attachObject(loadShader(pickfragment, SHADER_AVATAR, GL_FRAGMENT_SHADER_ARB));
mAvatarPickProgram.attachObject(mAvatarSkinVertex);
success = mAvatarPickProgram.mapAttributes(sAvatarAttribs, sAvatarAttribCount);
if (success)
{
success = mAvatarPickProgram.mapUniforms(sAvatarUniforms, sAvatarUniformCount);
}
if( !success )
{
llwarns << "Failed to load " << pickvertex << llendl;
}
}
if( !success )
{
mVertexShaderLevel[SHADER_AVATAR] = 0;
mMaxVertexShaderLevel[SHADER_AVATAR] = 0;
return FALSE;
}
return TRUE;
}
BOOL LLPipeline::loadShadersInterface()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_INTERFACE] == 0)
{
mHighlightProgram.unload();
return FALSE;
}
if (success)
{
//load highlighting shader
std::string highlightvertex = "interface/highlightV.glsl";
std::string highlightfragment = "interface/highlightF.glsl";
mHighlightProgram.mProgramObject = glCreateProgramObjectARB();
mHighlightProgram.attachObject(loadShader(highlightvertex, SHADER_INTERFACE, GL_VERTEX_SHADER_ARB));
mHighlightProgram.attachObject(loadShader(highlightfragment, SHADER_INTERFACE, GL_FRAGMENT_SHADER_ARB));
success = mHighlightProgram.mapAttributes();
if (success)
{
success = mHighlightProgram.mapUniforms();
}
if( !success )
{
llwarns << "Failed to load " << highlightvertex << llendl;
}
}
if( !success )
{
mVertexShaderLevel[SHADER_INTERFACE] = 0;
mMaxVertexShaderLevel[SHADER_INTERFACE] = 0;
return FALSE;
}
return TRUE;
}
//============================================================================
void LLPipeline::enableShadows(const BOOL enable_shadows)
{
//should probably do something here to wrangle shadows....
}
S32 LLPipeline::getMaxLightingDetail() const
{
/*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
{
return 3;
}
else*/
{
return 1;
}
}
S32 LLPipeline::setLightingDetail(S32 level)
{
if (level < 0)
{
level = gSavedSettings.getS32("RenderLightingDetail");
}
level = llclamp(level, 0, getMaxLightingDetail());
if (level != mLightingDetail)
{
gSavedSettings.setS32("RenderLightingDetail", level);
if (level >= 2)
{
gObjectList.relightAllObjects();
}
mLightingDetail = level;
if (mVertexShadersLoaded == 1)
{
gPipeline.setShaders();
}
}
return mLightingDetail;
}
class LLOctreeDirtyTexture : public LLOctreeTraveler<LLDrawable>
{
public:
const std::set<LLViewerImage*>& mTextures;
LLOctreeDirtyTexture(const std::set<LLViewerImage*>& textures) : mTextures(textures) { }
virtual void visit(const LLOctreeState<LLDrawable>* state)
{
LLSpatialGroup* group = (LLSpatialGroup*) state->getNode()->getListener(0);
if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty())
{
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
{
for (std::vector<LLDrawInfo*>::iterator j = i->second.begin(); j != i->second.end(); ++j)
{
LLDrawInfo* params = *j;
if (mTextures.find(params->mTexture) != 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<LLViewerImage*>& textures)
{
// *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 (U32 i = 0; i < mObjectPartition.size(); i++)
{
if (mObjectPartition[i])
{
dirty.traverse(mObjectPartition[i]->mOctree);
}
}
}
LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerImage *tex0)
{
LLDrawPool *poolp = NULL;
switch( type )
{
case LLDrawPool::POOL_SIMPLE:
poolp = mSimplePool;
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_ALPHA:
poolp = mAlphaPool;
break;
case LLDrawPool::POOL_ALPHA_POST_WATER:
poolp = mAlphaPoolPostWater;
break;
case LLDrawPool::POOL_AVATAR:
break; // Do nothing
case LLDrawPool::POOL_SKY:
poolp = mSkyPool;
break;
case LLDrawPool::POOL_STARS:
poolp = mStarsPool;
break;
case LLDrawPool::POOL_WATER:
poolp = mWaterPool;
break;
case LLDrawPool::POOL_GROUND:
poolp = mGroundPool;
break;
default:
llassert(0);
llerrs << "Invalid Pool Type in LLPipeline::findPool() type=" << type << llendl;
break;
}
return poolp;
}
LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerImage *tex0)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
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, LLViewerImage* imagep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
U32 type = getPoolTypeFromTE(te, imagep);
return gPipeline.getPool(type, imagep);
}
//static
U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerImage* imagep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!te || !imagep)
{
return 0;
}
bool alpha = te->getColor().mV[3] < 0.999f;
if (imagep)
{
alpha = alpha || (imagep->getComponents() == 4) || (imagep->getComponents() == 2);
}
if (alpha)
{
return LLDrawPool::POOL_ALPHA;
}
else if ((te->getBumpmap() || te->getShiny()))
{
return LLDrawPool::POOL_BUMP;
}
else
{
return LLDrawPool::POOL_SIMPLE;
}
}
void LLPipeline::addPool(LLDrawPool *new_poolp)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
mPools.insert(new_poolp);
addToQuickLookup( new_poolp );
}
void LLPipeline::allocDrawable(LLViewerObject *vobj)
{
LLMemType mt(LLMemType::MTYPE_DRAWABLE);
LLDrawable *drawable = new LLDrawable();
vobj->mDrawable = drawable;
drawable->mVObjp = vobj;
//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()).magVec());
if (vobj->isOrphaned())
{
drawable->setState(LLDrawable::FORCE_INVISIBLE);
}
drawable->updateXform(TRUE);
}
void LLPipeline::unlinkDrawable(LLDrawable *drawable)
{
LLFastTimer t(LLFastTimer::FTM_PIPELINE);
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))
{
LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
if (iter != mMovedList.end())
{
mMovedList.erase(iter);
}
}
if (drawablep->getSpatialGroup())
{
if (!drawablep->getSpatialGroup()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup()))
{
#ifdef LL_RELEASE_FOR_DOWNLOAD
llwarns << "Couldn't remove object from spatial group!" << llendl;
#else
llerrs << "Couldn't remove object from spatial group!" << llendl;
#endif
}
}
mLights.erase(drawablep);
}
U32 LLPipeline::addObject(LLViewerObject *vobj)
{
LLMemType mt(LLMemType::MTYPE_DRAWABLE);
if (gNoRender)
{
return 0;
}
LLDrawable *drawablep = vobj->createDrawable(this);
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);
return 1;
}
void LLPipeline::resetFrameStats()
{
mCompilesStat.addValue(sCompiles);
mLightingChangesStat.addValue(mLightingChanges);
mGeometryChangesStat.addValue(mGeometryChanges);
mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f);
mVerticesRelitStat.addValue(mVerticesRelit);
mNumVisibleFacesStat.addValue(mNumVisibleFaces);
mNumVisibleDrawablesStat.addValue((S32)mVisibleList.size());
mTrianglesDrawn = 0;
sCompiles = 0;
mVerticesRelit = 0;
mLightingChanges = 0;
mGeometryChanges = 0;
mNumVisibleFaces = 0;
if (mOldRenderDebugMask != mRenderDebugMask)
{
gObjectList.clearDebugText();
mOldRenderDebugMask = mRenderDebugMask;
}
}
//external functions for asynchronous updating
void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
{
if (gSavedSettings.getBOOL("FreezeTime"))
{
return;
}
if (!drawablep)
{
llerrs << "updateMove called with NULL drawablep" << llendl;
}
if (drawablep->isState(LLDrawable::EARLY_MOVE))
{
return;
}
// 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 (gSavedSettings.getBOOL("FreezeTime"))
{
return;
}
if (!drawablep)
{
llerrs << "updateMove called with NULL drawablep" << llendl;
}
if (drawablep->isState(LLDrawable::EARLY_MOVE))
{
return;
}
// 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)
{
drawablep->clearState(LLDrawable::ON_MOVE_LIST);
iter = moved_list.erase(curiter);
}
}
}
void LLPipeline::updateMove()
{
//LLFastTimer t(LLFastTimer::FTM_UPDATE_MOVE);
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (gSavedSettings.getBOOL("FreezeTime"))
{
return;
}
mMoveChangesStat.addValue((F32)mMovedList.size());
for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
iter != mRetexturedList.end(); ++iter)
{
LLDrawable* drawablep = *iter;
if (drawablep && !drawablep->isDead())
{
drawablep->updateTexture();
}
}
mRetexturedList.clear();
updateMovedList(mMovedList);
for (LLDrawable::drawable_set_t::iterator iter = mActiveQ.begin();
iter != mActiveQ.end(); )
{
LLDrawable::drawable_set_t::iterator curiter = iter++;
LLDrawable* drawablep = *curiter;
if (drawablep && !drawablep->isDead())
{
if (drawablep->isRoot() &&
drawablep->mQuietCount++ > MAX_ACTIVE_OBJECT_QUIET_FRAMES &&
(!drawablep->getParent() || !drawablep->getParent()->isActive()))
{
drawablep->makeStatic(); // removes drawable and its children from mActiveQ
iter = mActiveQ.upper_bound(drawablep); // next valid entry
}
}
else
{
mActiveQ.erase(curiter);
}
}
//balance octrees
{
LLFastTimer ot(LLFastTimer::FTM_OCTREE_BALANCE);
for (U32 i = 0; i < mObjectPartition.size()-1; i++)
{
if (mObjectPartition[i])
{
mObjectPartition[i]->mOctree->balance();
}
}
}
}
/////////////////////////////////////////////////////////////////////////////
// Culling and occlusion testing
/////////////////////////////////////////////////////////////////////////////
//static
F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
{
LLVector3 lookAt = center - camera.getOrigin();
F32 dist = lookAt.magVec();
//ramp down distance for nearby objects
if (dist < 16.f)
{
dist /= 16.f;
dist *= dist;
dist *= 16.f;
}
//get area of circle around node
F32 app_angle = atanf(size.magVec()/dist);
F32 radius = app_angle*LLDrawable::sCurPixelAngle;
return radius*radius * 3.14159f;
}
void LLPipeline::updateCull(LLCamera& camera)
{
LLFastTimer t(LLFastTimer::FTM_CULL);
LLMemType mt(LLMemType::MTYPE_PIPELINE);
mVisibleList.clear();
mVisibleGroups.clear();
mDrawableGroups.clear();
mActiveGroups.clear();
gTrivialAccepts = 0;
mVisibleBridge.clear();
processOcclusion(camera);
for (U32 i = 0; i < mObjectPartition.size(); i++)
{
if (mObjectPartition[i] && hasRenderType(mObjectPartition[i]->mDrawableType))
{
mObjectPartition[i]->cull(camera);
}
}
if (gSky.mVOSkyp.notNull() && gSky.mVOSkyp->mDrawable.notNull())
{
// Hack for sky - always visible.
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
gSky.mVOSkyp->mDrawable->setVisible(camera);
mVisibleList.push_back(gSky.mVOSkyp->mDrawable);
gSky.updateCull();
stop_glerror();
}
}
else
{
llinfos << "No sky drawable!" << llendl;
}
if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) && gSky.mVOGroundp.notNull() && gSky.mVOGroundp->mDrawable.notNull())
{
gSky.mVOGroundp->mDrawable->setVisible(camera);
mVisibleList.push_back(gSky.mVOGroundp->mDrawable);
}
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera, BOOL active)
{
if (group->getData().empty())
{
return;
}
if (!sSkipUpdate)
{
group->updateDistance(camera);
}
const F32 MINIMUM_PIXEL_AREA = 16.f;
if (group->mPixelArea < MINIMUM_PIXEL_AREA)
{
return;
}
group->mLastRenderTime = gFrameTimeSeconds;
if (!group->mSpatialPartition->mRenderByGroup)
{ //render by drawable
mDrawableGroups.push_back(group);
for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
{
markVisible(*i, camera);
}
}
else
{ //render by group
if (active)
{
mActiveGroups.push_back(group);
}
else
{
mVisibleGroups.push_back(group);
for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
{
LLSpatialBridge* bridge = *i;
markVisible(bridge, camera);
}
}
}
}
void LLPipeline::doOcclusion(LLCamera& camera)
{
if (sUseOcclusion)
{
for (U32 i = 0; i < mObjectPartition.size(); i++)
{
if (mObjectPartition[i] && hasRenderType(mObjectPartition[i]->mDrawableType))
{
mObjectPartition[i]->doOcclusion(&camera);
}
}
#if AGGRESSIVE_OCCLUSION
for (LLSpatialBridge::bridge_vector_t::iterator i = mVisibleBridge.begin(); i != mVisibleBridge.end(); ++i)
{
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
glPushMatrix();
glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
LLCamera trans = bridge->transformCamera(camera);
bridge->doOcclusion(&trans);
glPopMatrix();
mOccludedBridge.push_back(bridge);
}
}
#endif
}
}
BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
{
BOOL update_complete = drawablep->updateGeometry(priority);
if (update_complete)
{
drawablep->setState(LLDrawable::BUILT);
mGeometryChanges++;
}
return update_complete;
}
void LLPipeline::updateGeom(F32 max_dtime)
{
LLTimer update_timer;
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLPointer<LLDrawable> drawablep;
LLFastTimer t(LLFastTimer::FTM_GEO_UPDATE);
// 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 (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;
if (mBuildQ2.size() > 1000)
{
min_count = mBuildQ2.size();
}
S32 count = 0;
max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, 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 && !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)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if(!drawablep || drawablep->isDead())
{
llwarns << "LLPipeline::markVisible called with NULL drawablep" << llendl;
return;
}
#if LL_DEBUG
if (drawablep->isSpatialBridge())
{
if (std::find(mVisibleBridge.begin(), mVisibleBridge.end(), (LLSpatialBridge*) drawablep) !=
mVisibleBridge.end())
{
llerrs << "Spatial bridge marked visible redundantly." << llendl;
}
}
else
{
if (std::find(mVisibleList.begin(), mVisibleList.end(), drawablep) !=
mVisibleList.end())
{
llerrs << "Drawable marked visible redundantly." << llendl;
}
}
#endif
if (drawablep->isSpatialBridge())
{
mVisibleBridge.push_back((LLSpatialBridge*) drawablep);
}
else
{
mVisibleList.push_back(drawablep);
}
drawablep->setVisible(camera);
}
void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!drawablep)
{
llerrs << "Sending null drawable to moved list!" << llendl;
return;
}
if (drawablep->isDead())
{
llwarns << "Marking NULL or dead drawable moved!" << llendl;
return;
}
if (drawablep->getParent())
{
//ensure that parent drawables are moved first
markMoved(drawablep->getParent(), damped_motion);
}
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 == FALSE)
{
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)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!drawablep || drawablep->isDead())
{
return;
}
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);
}
}
void LLPipeline::shiftObjects(const LLVector3 &offset)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
iter != mShiftList.end(); iter++)
{
LLDrawable *drawablep = *iter;
if (drawablep->isDead())
{
continue;
}
drawablep->shiftPos(offset);
drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
}
mShiftList.resize(0);
for (U32 i = 0; i < mObjectPartition.size()-1; i++)
{
if (mObjectPartition[i])
{
mObjectPartition[i]->shift(offset);
}
}
}
void LLPipeline::markTextured(LLDrawable *drawablep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (drawablep && !drawablep->isDead())
{
mRetexturedList.insert(drawablep);
}
}
void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (drawablep && !drawablep->isDead())
{
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);
if ((flag & LLDrawable::REBUILD_LIGHTING) && drawablep->getLit())
{
if (drawablep->isLight())
{
drawablep->clearState(LLDrawable::LIGHTING_BUILT);
}
else
{
drawablep->clearState(LLDrawable::LIGHTING_BUILT);
}
}
}
}
void LLPipeline::markRelight(LLDrawable *drawablep, const BOOL priority)
{
if (getLightingDetail() >= 2)
{
markRebuild(drawablep, LLDrawable::REBUILD_LIGHTING, FALSE);
}
}
void LLPipeline::stateSort(LLCamera& camera)
{
LLFastTimer ftm(LLFastTimer::FTM_STATESORT);
LLMemType mt(LLMemType::MTYPE_PIPELINE);
for (LLSpatialGroup::sg_vector_t::iterator iter = mVisibleGroups.begin(); iter != mVisibleGroups.end(); ++iter)
{
stateSort(*iter, camera);
}
for (LLSpatialBridge::bridge_vector_t::iterator i = mVisibleBridge.begin(); i != mVisibleBridge.end(); ++i)
{
LLSpatialBridge* bridge = *i;
if (!bridge->isDead())
{
stateSort(bridge, camera);
}
}
for (LLDrawable::drawable_vector_t::iterator iter = mVisibleList.begin();
iter != mVisibleList.end(); iter++)
{
LLDrawable *drawablep = *iter;
if (!drawablep->isDead())
{
stateSort(drawablep, camera);
}
}
for (LLSpatialGroup::sg_vector_t::iterator iter = mActiveGroups.begin(); iter != mActiveGroups.end(); ++iter)
{
stateSort(*iter, camera);
}
postSort(camera);
}
void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!sSkipUpdate && group->changeLOD())
{
for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
{
LLDrawable* drawablep = *i;
stateSort(drawablep, camera);
}
}
#if !LL_DARWIN
if (gFrameTimeSeconds - group->mLastUpdateTime > 4.f)
{
group->makeStatic();
}
#endif
}
void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!sSkipUpdate)
{
bridge->updateDistance(camera);
}
}
void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLFastTimer ftm(LLFastTimer::FTM_STATESORT_DRAWABLE);
if (drawablep->isDead() || !hasRenderType(drawablep->getRenderType()))
{
return;
}
if (gHideSelectedObjects)
{
if (drawablep->getVObj() &&
drawablep->getVObj()->isSelected())
{
return;
}
}
if (drawablep && (hasRenderType(drawablep->mRenderType)))
{
if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
{
drawablep->setVisible(camera, NULL, FALSE);
}
else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
{
// clear invisible flag here to avoid single frame glitch
drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
}
}
if (!drawablep->isActive() && drawablep->isVisible())
{
if (!sSkipUpdate)
{
drawablep->updateDistance(camera);
}
}
else if (drawablep->isAvatar() && drawablep->isVisible())
{
LLVOAvatar* vobj = (LLVOAvatar*) drawablep->getVObj();
vobj->updateVisibility(FALSE);
}
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 LLPipeline::forAllDrawables(LLSpatialGroup::sg_vector_t& groups, void (*func)(LLDrawable*))
{
for (LLSpatialGroup::sg_vector_t::iterator i = groups.begin(); i != groups.end(); ++i)
{
for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j)
{
func(*j);
}
}
}
void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
{
forAllDrawables(mDrawableGroups, func);
forAllDrawables(mVisibleGroups, func);
forAllDrawables(mActiveGroups, func);
}
//function for creating scripted beacons
void renderScriptedBeacons(LLDrawable* drawablep)
{
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& !vobj->isAvatar()
&& !vobj->getParent()
&& vobj->flagScripted())
{
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f));
}
}
void renderPhysicalBeacons(LLDrawable* drawablep)
{
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& !vobj->isAvatar()
&& !vobj->getParent()
&& vobj->usePhysics())
{
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f));
}
}
void renderParticleBeacons(LLDrawable* drawablep)
{
// Look for attachments, objects, etc.
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& vobj->isParticleSource())
{
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));
}
}
void LLPipeline::highlightPhysical(LLDrawable* drawablep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLViewerObject *vobj;
vobj = drawablep->getVObj();
if (vobj && !vobj->isAvatar())
{
if (!vobj->isAvatar() &&
(vobj->usePhysics() || vobj->flagHandleTouch()))
{
S32 face_id;
for (face_id = 0; face_id < drawablep->getNumFaces(); face_id++)
{
gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
}
}
}
}
void LLPipeline::postSort(LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLFastTimer ftm(LLFastTimer::FTM_STATESORT_POSTSORT);
//reset render data sets
clearRenderMap();
mAlphaGroups.clear();
mAlphaGroupsPostWater.clear();
if (!gSavedSettings.getBOOL("RenderRippleWater") && hasRenderType(LLDrawPool::POOL_ALPHA))
{ //turn off clip plane for non-ripple water
toggleRenderType(LLDrawPool::POOL_ALPHA);
}
F32 water_height = gAgent.getRegion()->getWaterHeight();
BOOL above_water = gCamera->getOrigin().mV[2] > water_height ? TRUE : FALSE;
//prepare occlusion geometry
if (sUseOcclusion)
{
for (U32 i = 0; i < mObjectPartition.size(); i++)
{
if (mObjectPartition[i] && hasRenderType(mObjectPartition[i]->mDrawableType))
{
mObjectPartition[i]->buildOcclusion();
}
}
#if AGGRESSIVE_OCCLUSION
for (LLSpatialBridge::bridge_vector_t::iterator i = mVisibleBridge.begin(); i != mVisibleBridge.end(); ++i)
{
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
bridge->buildOcclusion();
}
}
#endif
}
if (!sSkipUpdate)
{
//rebuild drawable geometry
for (LLSpatialGroup::sg_vector_t::iterator i = mDrawableGroups.begin(); i != mDrawableGroups.end(); ++i)
{
LLSpatialGroup* group = *i;
group->rebuildGeom();
}
}
//build render map
for (LLSpatialGroup::sg_vector_t::iterator i = mVisibleGroups.begin(); i != mVisibleGroups.end(); ++i)
{
LLSpatialGroup* group = *i;
if (!sSkipUpdate)
{
group->rebuildGeom();
}
for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
{
std::vector<LLDrawInfo*>& src_vec = j->second;
std::vector<LLDrawInfo*>& dest_vec = mRenderMap[j->first];
for (std::vector<LLDrawInfo*>::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
{
dest_vec.push_back(*k);
}
}
LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
if (alpha != group->mDrawMap.end())
{ //store alpha groups for sorting
if (!sSkipUpdate)
{
group->updateDistance(camera);
}
if (hasRenderType(LLDrawPool::POOL_ALPHA))
{
BOOL above = group->mObjectBounds[0].mV[2] + group->mObjectBounds[1].mV[2] > water_height ? TRUE : FALSE;
BOOL below = group->mObjectBounds[0].mV[2] - group->mObjectBounds[1].mV[2] < water_height ? TRUE : FALSE;
if (below == above_water || above == below)
{
mAlphaGroups.push_back(group);
}
if (above == above_water || below == above)
{
mAlphaGroupsPostWater.push_back(group);
}
}
else
{
mAlphaGroupsPostWater.push_back(group);
}
}
}
//store active alpha groups
for (LLSpatialGroup::sg_vector_t::iterator i = mActiveGroups.begin(); i != mActiveGroups.end(); ++i)
{
LLSpatialGroup* group = *i;
if (!sSkipUpdate)
{
group->rebuildGeom();
}
LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
if (alpha != group->mDrawMap.end())
{
LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
LLCamera trans_camera = bridge->transformCamera(camera);
if (!sSkipUpdate)
{
group->updateDistance(trans_camera);
}
if (hasRenderType(LLDrawPool::POOL_ALPHA))
{
LLSpatialGroup* bridge_group = bridge->getSpatialGroup();
BOOL above = bridge_group->mObjectBounds[0].mV[2] + bridge_group->mObjectBounds[1].mV[2] > water_height ? TRUE : FALSE;
BOOL below = bridge_group->mObjectBounds[0].mV[2] - bridge_group->mObjectBounds[1].mV[2] < water_height ? TRUE : FALSE;
if (below == above_water || above == below)
{
mAlphaGroups.push_back(group);
}
if (above == above_water || below == above)
{
mAlphaGroupsPostWater.push_back(group);
}
}
else
{
mAlphaGroupsPostWater.push_back(group);
}
}
}
//sort by texture or bump map
for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
{
if (!mRenderMap[i].empty())
{
if (i == LLRenderPass::PASS_BUMP)
{
std::sort(mRenderMap[i].begin(), mRenderMap[i].end(), LLDrawInfo::CompareBump());
}
else
{
std::sort(mRenderMap[i].begin(), mRenderMap[i].end(), LLDrawInfo::CompareTexturePtr());
}
}
}
std::sort(mAlphaGroups.begin(), mAlphaGroups.end(), LLSpatialGroup::CompareDepthGreater());
std::sort(mAlphaGroupsPostWater.begin(), mAlphaGroupsPostWater.end(), LLSpatialGroup::CompareDepthGreater());
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 (sRenderParticleBeacons)
{
forAllVisibleDrawables(renderParticleBeacons);
}
// Draw physical objects in red.
if (gHUDManager->getShowPhysical())
{
forAllVisibleDrawables(highlightPhysical);
}
// If god mode, also show audio cues
if (sRenderSoundBeacons && gAudiop)
{
// Update all of our audio sources, clean up dead ones.
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);
//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));
}
}
// If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
if (LLFloaterTelehub::renderBeacons())
{
LLFloaterTelehub::addBeacons();
}
mSelectedFaces.clear();
// Draw face highlights for selected faces.
if (gSelectMgr->getTEMode())
{
LLViewerObject *vobjp;
S32 te;
gSelectMgr->getSelection()->getFirstTE(&vobjp,&te);
while (vobjp)
{
mSelectedFaces.push_back(vobjp->mDrawable->getFace(te));
gSelectMgr->getSelection()->getNextTE(&vobjp,&te);
}
}
}
static void render_hud_elements()
{
LLFastTimer t(LLFastTimer::FTM_RENDER_UI);
gPipeline.disableLights();
gPipeline.renderDebug();
LLGLDisable fog(GL_FOG);
LLGLSUIDefault gls_ui;
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
// Draw the tracking overlays
LLTracker::render3D();
// Show the property lines
if (gWorldp)
{
gWorldp->renderPropertyLines();
}
if (gParcelMgr)
{
gParcelMgr->render();
gParcelMgr->renderParcelCollision();
}
// Render debugging beacons.
gObjectList.renderObjectBeacons();
LLHUDObject::renderAll();
gObjectList.resetObjectBeacons();
}
else if (gForceRenderLandFence)
{
// This is only set when not rendering the UI, for parcel snapshots
gParcelMgr->render();
}
else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
LLHUDText::renderAllHUD();
}
}
void LLPipeline::renderHighlights()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
// Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
// Render highlighted faces.
LLColor4 color(1.f, 1.f, 1.f, 0.5f);
LLGLEnable color_mat(GL_COLOR_MATERIAL);
disableLights();
if ((mVertexShaderLevel[SHADER_INTERFACE] > 0))
{
mHighlightProgram.bind();
gPipeline.mHighlightProgram.vertexAttrib4f(LLPipeline::GLSL_MATERIAL_COLOR,1,0,0,0.5f);
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
// Make sure the selection image gets downloaded and decoded
if (!mFaceSelectImagep)
{
mFaceSelectImagep = gImageList.getImage(IMG_FACE_SELECT);
}
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
for (U32 i = 0; i < mSelectedFaces.size(); i++)
{
LLFace *facep = mSelectedFaces[i];
if (!facep || facep->getDrawable()->isDead())
{
llerrs << "Bad face on selection" << llendl;
}
facep->renderSelected(mFaceSelectImagep, color);
}
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
// Paint 'em red!
color.setVec(1.f, 0.f, 0.f, 0.5f);
for (U32 i = 0; i < mHighlightFaces.size(); i++)
{
LLFace* facep = mHighlightFaces[i];
facep->renderSelected(LLViewerImage::sNullImagep, color);
}
}
// Contains a list of the faces of objects that are physical or
// have touch-handlers.
mHighlightFaces.clear();
if (mVertexShaderLevel[SHADER_INTERFACE] > 0)
{
mHighlightProgram.unbind();
}
}
void LLPipeline::renderGeom(LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLFastTimer t(LLFastTimer::FTM_RENDER_GEOMETRY);
if (!mAlphaSizzleImagep)
{
mAlphaSizzleImagep = gImageList.getImage(LLUUID(gViewerArt.getString("alpha_sizzle.tga")), MIPMAP_TRUE, TRUE);
}
///////////////////////////////////////////
//
// Sync and verify GL state
//
//
glEnableClientState(GL_VERTEX_ARRAY);
stop_glerror();
gFrameStats.start(LLFrameStats::RENDER_SYNC);
// Do verification of GL state
#ifndef LL_RELEASE_FOR_DOWNLOAD
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
#endif
if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
{
if (!verify())
{
llerrs << "Pipeline verification failed!" << llendl;
}
}
{
//LLFastTimer ftm(LLFastTimer::FTM_TEMP6);
LLVertexBuffer::startRender();
}
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (hasRenderType(poolp->getType()))
{
poolp->prerender();
}
}
gFrameStats.start(LLFrameStats::RENDER_GEOM);
// Initialize lots of GL state to "safe" values
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
LLGLSPipeline gls_pipeline;
LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
// LLGLState normalize(GL_NORMALIZE, TRUE);
// Toggle backface culling for debugging
LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
// Set fog
LLGLEnable fog_enable(hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG) ? GL_FOG : 0);
gSky.updateFog(camera.getFar());
LLViewerImage::sDefaultImagep->bind(0);
LLViewerImage::sDefaultImagep->setClamp(FALSE, FALSE);
//////////////////////////////////////////////
//
// Actually render all of the geometry
//
//
stop_glerror();
BOOL did_hud_elements = FALSE;
BOOL occlude = sUseOcclusion;
U32 cur_type = 0;
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PICKING))
{
gObjectList.renderObjectsForSelect(camera);
}
else
{
LLFastTimer t(LLFastTimer::FTM_POOLS);
calcNearbyLights();
pool_set_t::iterator iter1 = mPools.begin();
while ( iter1 != mPools.end() )
{
LLDrawPool *poolp = *iter1;
cur_type = poolp->getType();
if (occlude && cur_type > LLDrawPool::POOL_AVATAR)
{
occlude = FALSE;
doOcclusion(camera);
}
if (cur_type > LLDrawPool::POOL_ALPHA_POST_WATER && !did_hud_elements)
{
renderHighlights();
// Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
render_hud_elements();
did_hud_elements = TRUE;
}
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
{
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
setupHWLights(poolp);
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
{
poolp->beginRenderPass(i);
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
p->resetTrianglesDrawn();
p->render(i);
mTrianglesDrawn += p->getTrianglesDrawn();
}
poolp->endRenderPass(i);
#ifndef LL_RELEASE_FOR_DOWNLOAD
GLint depth;
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
if (depth > 3)
{
llerrs << "GL matrix stack corrupted!" << llendl;
}
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
#endif
}
}
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();
}
}
#ifndef LL_RELEASE_FOR_DOWNLOAD
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
#endif
if (occlude)
{
doOcclusion(camera);
occlude = FALSE;
}
if (!did_hud_elements)
{
renderHighlights();
render_hud_elements();
}
stop_glerror();
{
LLVertexBuffer::stopRender();
}
#ifndef LL_RELEASE_FOR_DOWNLOAD
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
#endif
// Contains a list of the faces of objects that are physical or
// have touch-handlers.
mHighlightFaces.clear();
}
void LLPipeline::processOcclusion(LLCamera& camera)
{
//process occlusion (readback)
if (sUseOcclusion)
{
for (U32 i = 0; i < mObjectPartition.size(); i++)
{
if (mObjectPartition[i] && hasRenderType(mObjectPartition[i]->mDrawableType))
{
mObjectPartition[i]->processOcclusion(&camera);
}
}
#if AGGRESSIVE_OCCLUSION
for (LLSpatialBridge::bridge_vector_t::iterator i = mOccludedBridge.begin(); i != mOccludedBridge.end(); ++i)
{
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
LLCamera trans = bridge->transformCamera(camera);
bridge->processOcclusion(&trans);
}
}
#endif
mOccludedBridge.clear();
}
}
void LLPipeline::renderDebug()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
// Disable all client state
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// Debug stuff.
for (U32 i = 0; i < mObjectPartition.size(); i++)
{
if (mObjectPartition[i] && hasRenderType(mObjectPartition[i]->mDrawableType))
{
mObjectPartition[i]->renderDebug();
}
}
for (LLSpatialBridge::bridge_vector_t::iterator i = mVisibleBridge.begin(); i != mVisibleBridge.end(); ++i)
{
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
glPushMatrix();
glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderDebug();
glPopMatrix();
}
}
if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_LIGHT_TRACE)
{
LLGLSNoTexture no_texture;
LLVector3 pos, pos1;
for (LLDrawable::drawable_vector_t::iterator iter = mVisibleList.begin();
iter != mVisibleList.end(); iter++)
{
LLDrawable *drawablep = *iter;
if (drawablep->isDead())
{
continue;
}
for (LLDrawable::drawable_set_t::iterator iter = drawablep->mLightSet.begin();
iter != drawablep->mLightSet.end(); iter++)
{
LLDrawable *targetp = *iter;
if (targetp->isDead() || !targetp->getVObj()->getNumTEs())
{
continue;
}
else
{
if (targetp->getTextureEntry(0))
{
if (drawablep->getVObj()->getPCode() == LLViewerObject::LL_VO_SURFACE_PATCH)
{
glColor4f(0.f, 1.f, 0.f, 1.f);
gObjectList.addDebugBeacon(drawablep->getPositionAgent(), "TC");
}
else
{
glColor4fv (targetp->getTextureEntry(0)->getColor().mV);
}
glBegin(GL_LINES);
glVertex3fv(targetp->getPositionAgent().mV);
glVertex3fv(drawablep->getPositionAgent().mV);
glEnd();
}
}
}
}
}
if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
{
// Debug composition layers
F32 x, y;
LLGLSNoTexture gls_no_texture;
glBegin(GL_POINTS);
if (gAgent.getRegion())
{
// 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))
{
glColor4f(1.f, 0.f, 0.f, 1.f);
}
else
{
glColor4f(0.f, 0.f, 1.f, 1.f);
}
F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
z *= 5.f;
z += 50.f;
glVertex3f(x, y, z);
}
}
}
glEnd();
}
}
void LLPipeline::renderForSelect(std::set<LLViewerObject*>& objects)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLVertexBuffer::startRender();
glMatrixMode(GL_MODELVIEW);
LLGLSDefault gls_default;
LLGLSObjectSelect gls_object_select;
LLGLDepthTest gls_depth(GL_TRUE,GL_TRUE);
disableLights();
glEnableClientState ( GL_VERTEX_ARRAY );
//for each drawpool
#ifndef LL_RELEASE_FOR_DOWNLOAD
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
U32 last_type = 0;
#endif
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (poolp->isFacePool() && hasRenderType(poolp->getType()))
{
LLFacePool* face_pool = (LLFacePool*) poolp;
face_pool->renderForSelect();
#ifndef LL_RELEASE_FOR_DOWNLOAD
if (poolp->getType() != last_type)
{
last_type = poolp->getType();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
#endif
}
}
LLGLEnable tex(GL_TEXTURE_2D);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
LLGLEnable alpha_test(GL_ALPHA_TEST);
if (gPickTransparent)
{
glAlphaFunc(GL_GEQUAL, 0.0f);
}
else
{
glAlphaFunc(GL_GREATER, 0.2f);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
U32 prim_mask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD;
for (std::set<LLViewerObject*>::iterator i = objects.begin(); i != objects.end(); ++i)
{
LLViewerObject* vobj = *i;
LLDrawable* drawable = vobj->mDrawable;
if (vobj->isDead() ||
vobj->isHUDAttachment() ||
(gHideSelectedObjects && vobj->isSelected()) ||
drawable->isDead() ||
!hasRenderType(drawable->getRenderType()))
{
continue;
}
for (S32 j = 0; j < drawable->getNumFaces(); ++j)
{
LLFace* facep = drawable->getFace(j);
if (!facep->getPool())
{
facep->renderForSelect(prim_mask);
}
}
}
// pick HUD objects
LLVOAvatar* avatarp = gAgent.getAvatarObject();
if (avatarp && sShowHUDAttachments)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
setup_hud_matrices(TRUE);
LLViewerJointAttachment* attachmentp;
for (attachmentp = avatarp->mAttachmentPoints.getFirstData();
attachmentp;
attachmentp = avatarp->mAttachmentPoints.getNextData())
{
if (attachmentp->getIsHUDAttachment())
{
LLViewerObject* objectp = attachmentp->getObject();
if (objectp)
{
LLDrawable* drawable = objectp->mDrawable;
if (drawable->isDead())
{
continue;
}
for (S32 j = 0; j < drawable->getNumFaces(); ++j)
{
LLFace* facep = drawable->getFace(j);
if (!facep->getPool())
{
facep->renderForSelect(prim_mask);
}
}
//render child faces
for (U32 k = 0; k < drawable->getChildCount(); ++k)
{
LLDrawable* child = drawable->getChild(k);
for (S32 l = 0; l < child->getNumFaces(); ++l)
{
LLFace* facep = child->getFace(l);
if (!facep->getPool())
{
facep->renderForSelect(prim_mask);
}
}
}
}
}
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
LLVertexBuffer::stopRender();
}
void LLPipeline::renderFaceForUVSelect(LLFace* facep)
{
if (facep) facep->renderSelectedUV();
}
void LLPipeline::rebuildPools()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
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--;
}
if (gAgent.getAvatarObject())
{
gAgent.getAvatarObject()->rebuildHUD();
}
}
void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
switch( new_poolp->getType() )
{
case LLDrawPool::POOL_SIMPLE:
if (mSimplePool)
{
llassert(0);
llwarns << "Ignoring duplicate simple pool." << llendl;
}
else
{
mSimplePool = (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);
llwarns << "Ignoring duplicate bump pool." << llendl;
}
else
{
mBumpPool = new_poolp;
}
break;
case LLDrawPool::POOL_ALPHA:
if( mAlphaPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
}
else
{
mAlphaPool = new_poolp;
}
break;
case LLDrawPool::POOL_ALPHA_POST_WATER:
if( mAlphaPoolPostWater )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
}
else
{
mAlphaPoolPostWater = new_poolp;
}
break;
case LLDrawPool::POOL_AVATAR:
break; // Do nothing
case LLDrawPool::POOL_SKY:
if( mSkyPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl;
}
else
{
mSkyPool = new_poolp;
}
break;
case LLDrawPool::POOL_STARS:
if( mStarsPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Stars pool" << llendl;
}
else
{
mStarsPool = new_poolp;
}
break;
case LLDrawPool::POOL_WATER:
if( mWaterPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl;
}
else
{
mWaterPool = new_poolp;
}
break;
case LLDrawPool::POOL_GROUND:
if( mGroundPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl;
}
else
{
mGroundPool = new_poolp;
}
break;
default:
llassert(0);
llwarns << "Invalid Pool Type in LLPipeline::addPool()" << llendl;
break;
}
}
void LLPipeline::removePool( LLDrawPool* poolp )
{
removeFromQuickLookup(poolp);
mPools.erase(poolp);
delete poolp;
}
void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
switch( poolp->getType() )
{
case LLDrawPool::POOL_SIMPLE:
llassert(mSimplePool == poolp);
mSimplePool = 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_ALPHA:
llassert( poolp == mAlphaPool );
mAlphaPool = NULL;
break;
case LLDrawPool::POOL_ALPHA_POST_WATER:
llassert( poolp == mAlphaPoolPostWater );
mAlphaPoolPostWater = NULL;
break;
case LLDrawPool::POOL_AVATAR:
break; // Do nothing
case LLDrawPool::POOL_SKY:
llassert( poolp == mSkyPool );
mSkyPool = NULL;
break;
case LLDrawPool::POOL_STARS:
llassert( poolp == mStarsPool );
mStarsPool = 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);
llwarns << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl;
break;
}
}
void LLPipeline::resetDrawOrders()
{
// 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)
{
const LLColor4 black(0,0,0,1);
if (for_edit)
{
LLColor4 diffuse(0.8f, 0.8f, 0.8f, 0.f);
LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
LLMatrix4 camera_mat = gCamera->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
LLVector4 light_pos = light_pos_cam * camera_rot;
light_pos.normVec();
mHWLightColors[1] = diffuse;
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse.mV);
glLightfv(GL_LIGHT1, GL_AMBIENT, black.mV);
glLightfv(GL_LIGHT1, GL_SPECULAR, black.mV);
glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV);
glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
}
else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
{
LLVector3 opposite_pos = -1.f * mSunDir;
LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
backlight_pos.normVec();
LLColor4 light_diffuse = mSunDiffuse * mSunShadowFactor;
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 (gSky.getSunDirection().mV[2] >= NIGHTTIME_ELEVATION_COS)
{
backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
}
else
{
backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
}
backlight_diffuse *= backlight_mag / max_component;
mHWLightColors[1] = backlight_diffuse;
glLightfv(GL_LIGHT1, GL_POSITION, backlight_pos.mV); // this is just sun/moon direction
glLightfv(GL_LIGHT1, GL_DIFFUSE, backlight_diffuse.mV);
glLightfv(GL_LIGHT1, GL_AMBIENT, black.mV);
glLightfv(GL_LIGHT1, GL_SPECULAR, black.mV);
glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
}
else
{
mHWLightColors[1] = black;
glLightfv(GL_LIGHT1, GL_DIFFUSE, black.mV);
glLightfv(GL_LIGHT1, GL_AMBIENT, black.mV);
glLightfv(GL_LIGHT1, GL_SPECULAR, black.mV);
}
}
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.magVecSquared();
if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
{
return max_dist;
}
F32 dist = fsqrtf(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()
{
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 = 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;
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);
}
else
{
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;
}
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 = ((Light*) (&(*(mNearbyLights.rbegin()))));
if (light->dist < farthest_light->dist)
{
if (farthest_light->fade >= 0.f)
{
farthest_light->fade = -gFrameIntervalSeconds;
}
}
else
{
break; // none of the other lights are closer
}
}
}
}
}
void LLPipeline::setupHWLights(LLDrawPool* pool)
{
const LLColor4 black(0,0,0,1);
// Ambient
LLColor4 ambient = gSky.getTotalAmbientColor();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
// Light 0 = Sun or Moon (All objects)
{
mSunShadowFactor = 1.f; // no shadowing by defailt
if (gSky.getSunDirection().mV[2] >= NIGHTTIME_ELEVATION_COS)
{
mSunDir.setVec(gSky.getSunDirection());
mSunDiffuse.setVec(gSky.getSunDiffuseColor());
}
else
{
mSunDir.setVec(gSky.getMoonDirection());
mSunDiffuse.setVec(gSky.getMoonDiffuseColor() * 1.5f);
}
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();
LLVector4 light_pos(mSunDir, 0.0f);
LLColor4 light_diffuse = mSunDiffuse * mSunShadowFactor;
mHWLightColors[0] = light_diffuse;
glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV); // this is just sun/moon direction
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse.mV);
glLightfv(GL_LIGHT0, GL_AMBIENT, black.mV);
glLightfv(GL_LIGHT0, GL_SPECULAR, black.mV);
glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f);
glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
}
// 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 (drawable->isState(LLDrawable::ACTIVE))
{
mLightMovingMask |= (1<<cur_light);
}
LLColor4 light_color = light->getLightColor();
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;
}
else
{
fade = 1.f + fade / LIGHT_FADE_TIME;
((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds;
}
fade = llclamp(fade,0.f,1.f);
light_color *= fade;
}
LLVector3 light_pos(light->getRenderPosition());
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = llmax(light->getLightRadius(), 0.001f);
F32 atten, quad;
#if 0 //1.9.1
if (pool->getVertexShaderLevel() > 0)
{
atten = light_radius;
quad = llmax(light->getLightFalloff(), 0.0001f);
}
else
#endif
{
F32 x = (3.f * (1.f + light->getLightFalloff()));
atten = x / (light_radius); // % of brightness at radius
quad = 0.0f;
}
mHWLightColors[cur_light] = light_color;
S32 gllight = GL_LIGHT0+cur_light;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
glLightfv(gllight, GL_DIFFUSE, light_color.mV);
glLightfv(gllight, GL_AMBIENT, black.mV);
glLightfv(gllight, GL_SPECULAR, black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
glLightf (gllight, GL_LINEAR_ATTENUATION, atten);
glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
cur_light++;
if (cur_light >= 8)
{
break; // safety
}
}
}
for ( ; cur_light < 8 ; cur_light++)
{
mHWLightColors[cur_light] = black;
S32 gllight = GL_LIGHT0+cur_light;
glLightfv(gllight, GL_DIFFUSE, black.mV);
glLightfv(gllight, GL_AMBIENT, black.mV);
glLightfv(gllight, GL_SPECULAR, black.mV);
}
// Init GL state
glDisable(GL_LIGHTING);
for (S32 gllight=GL_LIGHT0; gllight<=GL_LIGHT7; gllight++)
{
glDisable(gllight);
}
mLightMask = 0;
}
void LLPipeline::enableLights(U32 mask, F32 shadow_factor)
{
if (mLightingDetail == 0)
{
mask &= 0xf003; // sun and backlight only (and fullbright bit)
}
if (mLightMask != mask)
{
if (!mLightMask)
{
glEnable(GL_LIGHTING);
}
if (mask)
{
for (S32 i=0; i<8; i++)
{
if (mask & (1<<i))
{
glEnable(GL_LIGHT0 + i);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, mHWLightColors[i].mV);
}
else
{
glDisable(GL_LIGHT0 + i);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, LLColor4::black.mV);
}
}
}
else
{
glDisable(GL_LIGHTING);
}
mLightMask = mask;
LLColor4 ambient = gSky.getTotalAmbientColor();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
}
}
void LLPipeline::enableLightsStatic(F32 shadow_factor)
{
U32 mask = 0x01; // Sun
if (mLightingDetail >= 2)
{
mask |= mLightMovingMask; // Hardware moving lights
glColor4f(0.f, 0.f, 0.f, 1.0f); // no local lighting by default
}
else
{
mask |= 0xff & (~2); // Hardware local lights
}
enableLights(mask, shadow_factor);
}
void LLPipeline::enableLightsDynamic(F32 shadow_factor)
{
U32 mask = 0xff & (~2); // Local lights
enableLights(mask, shadow_factor);
if (mLightingDetail >= 2)
{
glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
}
}
void LLPipeline::enableLightsAvatar(F32 shadow_factor)
{
U32 mask = 0xff; // All lights
setupAvatarLights(FALSE);
enableLights(mask, shadow_factor);
}
void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
{
U32 mask = 0x2002; // Avatar backlight only, set ambient
setupAvatarLights(TRUE);
enableLights(mask, 1.0f);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
}
void LLPipeline::enableLightsFullbright(const LLColor4& color)
{
U32 mask = 0x1000; // Non-0 mask, set ambient
enableLights(mask, 1.f);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
if (mLightingDetail >= 2)
{
glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
}
}
void LLPipeline::disableLights()
{
enableLights(0, 0.f); // no lighting (full bright)
glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default
}
// Call *after*s etting up lights
void LLPipeline::setAmbient(const LLColor4& ambient)
{
mLightMask |= 0x4000; // tweak mask so that ambient will get reset
LLColor4 amb = ambient + gSky.getTotalAmbientColor();
amb.clamp();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,amb.mV);
}
//============================================================================
class LLMenuItemGL;
class LLInvFVBridge;
struct cat_folder_pair;
class LLVOBranch;
class LLVOLeaf;
class Foo;
void scale_stamp(const F32 x, const F32 y, const F32 xs, const F32 ys)
{
stamp(0.25f + 0.5f*x,
0.5f + 0.45f*y,
0.5f*xs,
0.45f*ys);
}
void drawBars(const F32 begin, const F32 end, const F32 height = 1.f)
{
if (begin >= 0 && end <=1)
{
F32 lines = 40.0f;
S32 ibegin = (S32)(begin * lines);
S32 iend = (S32)(end * lines);
F32 fbegin = begin * lines - ibegin;
F32 fend = end * lines - iend;
F32 line_height = height/lines;
if (iend == ibegin)
{
scale_stamp(fbegin, (F32)ibegin/lines,fend-fbegin, line_height);
}
else
{
// Beginning row
scale_stamp(fbegin, (F32)ibegin/lines, 1.0f-fbegin, line_height);
// End row
scale_stamp(0.0, (F32)iend/lines, fend, line_height);
// Middle rows
for (S32 l = (ibegin+1); l < iend; l++)
{
scale_stamp(0.0f, (F32)l/lines, 1.0f, line_height);
}
}
}
}
void LLPipeline::findReferences(LLDrawable *drawablep)
{
if (std::find(mVisibleList.begin(), mVisibleList.end(), drawablep) != mVisibleList.end())
{
llinfos << "In mVisibleList" << llendl;
}
if (mLights.find(drawablep) != mLights.end())
{
llinfos << "In mLights" << llendl;
}
if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
{
llinfos << "In mMovedList" << llendl;
}
if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
{
llinfos << "In mShiftList" << llendl;
}
if (mRetexturedList.find(drawablep) != mRetexturedList.end())
{
llinfos << "In mRetexturedList" << llendl;
}
if (mActiveQ.find(drawablep) != mActiveQ.end())
{
llinfos << "In mActiveQ" << llendl;
}
if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
{
llinfos << "In mBuildQ1" << llendl;
}
if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
{
llinfos << "In mBuildQ2" << llendl;
}
S32 count;
count = gObjectList.findReferences(drawablep);
if (count)
{
llinfos << "In other drawables: " << count << " references" << llendl;
}
}
BOOL LLPipeline::verify()
{
BOOL ok = TRUE;
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (!poolp->verify())
{
ok = FALSE;
}
}
if (!ok)
{
llwarns << "Pipeline verify failed!" << llendl;
}
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)
{
if (is_light)
{
mLights.insert(drawablep);
drawablep->setState(LLDrawable::LIGHT);
}
else
{
drawablep->clearState(LLDrawable::LIGHT);
mLights.erase(drawablep);
}
markRelight(drawablep);
}
}
void LLPipeline::setActive(LLDrawable *drawablep, BOOL active)
{
if (active)
{
mActiveQ.insert(drawablep);
}
else
{
mActiveQ.erase(drawablep);
}
}
//static
void LLPipeline::toggleRenderType(U32 type)
{
U32 bit = (1<<type);
gPipeline.mRenderTypeMask ^= bit;
}
//static
void LLPipeline::toggleRenderTypeControl(void* data)
{
U32 type = (U32)(intptr_t)data;
U32 bit = (1<<type);
if (gPipeline.hasRenderType(type))
{
llinfos << "Toggling render type mask " << std::hex << bit << " off" << std::dec << llendl;
}
else
{
llinfos << "Toggling render type mask " << std::hex << bit << " on" << std::dec << llendl;
}
gPipeline.toggleRenderType(type);
}
//static
BOOL LLPipeline::hasRenderTypeControl(void* data)
{
U32 type = (U32)(intptr_t)data;
return gPipeline.hasRenderType(type);
}
// Allows UI items labeled "Hide foo" instead of "Show foo"
//static
BOOL LLPipeline::toggleRenderTypeControlNegated(void* data)
{
S32 type = (S32)(intptr_t)data;
return !gPipeline.hasRenderType(type);
}
//static
void LLPipeline::toggleRenderDebug(void* data)
{
U32 bit = (U32)(intptr_t)data;
if (gPipeline.hasRenderDebugMask(bit))
{
llinfos << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << llendl;
}
else
{
llinfos << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << llendl;
}
gPipeline.mRenderDebugMask ^= bit;
}
//static
BOOL LLPipeline::toggleRenderDebugControl(void* data)
{
U32 bit = (U32)(intptr_t)data;
return gPipeline.hasRenderDebugMask(bit);
}
//static
void LLPipeline::toggleRenderDebugFeature(void* data)
{
U32 bit = (U32)(intptr_t)data;
gPipeline.mRenderDebugFeatureMask ^= bit;
}
//static
BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data)
{
U32 bit = (U32)(intptr_t)data;
return gPipeline.hasRenderDebugFeatureMask(bit);
}
// static
void LLPipeline::toggleRenderScriptedBeacons(void*)
{
sRenderScriptedBeacons = !sRenderScriptedBeacons;
}
// static
BOOL LLPipeline::getRenderScriptedBeacons(void*)
{
return sRenderScriptedBeacons;
}
// static
void LLPipeline::toggleRenderPhysicalBeacons(void*)
{
sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
}
// static
BOOL LLPipeline::getRenderPhysicalBeacons(void*)
{
return sRenderPhysicalBeacons;
}
// static
void LLPipeline::toggleRenderParticleBeacons(void*)
{
sRenderParticleBeacons = !sRenderParticleBeacons;
}
// static
BOOL LLPipeline::getRenderParticleBeacons(void*)
{
return sRenderParticleBeacons;
}
// static
void LLPipeline::toggleRenderSoundBeacons(void*)
{
sRenderSoundBeacons = !sRenderSoundBeacons;
}
// static
BOOL LLPipeline::getRenderSoundBeacons(void*)
{
return sRenderSoundBeacons;
}
//===============================
// LLGLSL Shader implementation
//===============================
LLGLSLShader::LLGLSLShader()
: mProgramObject(0)
{ }
void LLGLSLShader::unload()
{
stop_glerror();
mAttribute.clear();
mTexture.clear();
mUniform.clear();
if (mProgramObject)
{
GLhandleARB obj[1024];
GLsizei count;
glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj);
for (GLsizei i = 0; i < count; i++)
{
glDeleteObjectARB(obj[i]);
}
glDeleteObjectARB(mProgramObject);
mProgramObject = 0;
}
//hack to make apple not complain
glGetError();
stop_glerror();
}
void LLGLSLShader::attachObject(GLhandleARB object)
{
if (object != 0)
{
stop_glerror();
glAttachObjectARB(mProgramObject, object);
stop_glerror();
}
else
{
llwarns << "Attempting to attach non existing shader object. " << llendl;
}
}
void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
{
for (S32 i = 0; i < count; i++)
{
attachObject(objects[i]);
}
}
BOOL LLGLSLShader::mapAttributes(const char** attrib_names, S32 count)
{
//link the program
BOOL res = link();
mAttribute.clear();
mAttribute.resize(LLPipeline::sReservedAttribCount + count, -1);
if (res)
{ //read back channel locations
//read back reserved channels first
for (S32 i = 0; i < (S32) LLPipeline::sReservedAttribCount; i++)
{
const char* name = LLPipeline::sReservedAttribs[i];
S32 index = glGetAttribLocationARB(mProgramObject, name);
if (index != -1)
{
mAttribute[i] = index;
llinfos << "Attribute " << name << " assigned to channel " << index << llendl;
}
}
for (S32 i = 0; i < count; i++)
{
const char* name = attrib_names[i];
S32 index = glGetAttribLocationARB(mProgramObject, name);
if (index != -1)
{
mAttribute[LLPipeline::sReservedAttribCount + i] = index;
llinfos << "Attribute " << name << " assigned to channel " << index << llendl;
}
}
return TRUE;
}
return FALSE;
}
void LLGLSLShader::mapUniform(GLint index, const char** uniform_names, S32 count)
{
if (index == -1)
{
return;
}
GLenum type;
GLsizei length;
GLint size;
char name[1024]; /* Flawfinder: ignore */
name[0] = 0;
glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, name);
//find the index of this uniform
for (S32 i = 0; i < (S32) LLPipeline::sReservedUniformCount; i++)
{
if (mUniform[i] == -1 && !strncmp(LLPipeline::sReservedUniforms[i],name, strlen(LLPipeline::sReservedUniforms[i]))) /* Flawfinder: ignore */
{
//found it
S32 location = glGetUniformLocationARB(mProgramObject, name);
mUniform[i] = location;
llinfos << "Uniform " << name << " is at location " << location << llendl;
mTexture[i] = mapUniformTextureChannel(location, type);
return;
}
}
for (S32 i = 0; i < count; i++)
{
if (mUniform[i+LLPipeline::sReservedUniformCount] == -1 &&
!strncmp(uniform_names[i],name, strlen(uniform_names[i]))) /* Flawfinder: ignore */
{
//found it
S32 location = glGetUniformLocationARB(mProgramObject, name);
mUniform[i+LLPipeline::sReservedUniformCount] = location;
llinfos << "Uniform " << name << " is at location " << location << " stored in index " <<
(i+LLPipeline::sReservedUniformCount) << llendl;
mTexture[i+LLPipeline::sReservedUniformCount] = mapUniformTextureChannel(location, type);
return;
}
}
//llinfos << "Unknown uniform: " << name << llendl;
}
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
{ //this here is a texture
glUniform1iARB(location, mActiveTextureChannels);
llinfos << "Assigned to texture channel " << mActiveTextureChannels << llendl;
return mActiveTextureChannels++;
}
return -1;
}
BOOL LLGLSLShader::mapUniforms(const char** uniform_names, S32 count)
{
BOOL res = TRUE;
mActiveTextureChannels = 0;
mUniform.clear();
mTexture.clear();
//initialize arrays
mUniform.resize(count + LLPipeline::sReservedUniformCount, -1);
mTexture.resize(count + LLPipeline::sReservedUniformCount, -1);
bind();
//get the number of active uniforms
GLint activeCount;
glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
for (S32 i = 0; i < activeCount; i++)
{
mapUniform(i, uniform_names, count);
}
unbind();
return res;
}
BOOL LLGLSLShader::link(BOOL suppress_errors)
{
return gPipeline.linkProgramObject(mProgramObject, suppress_errors);
}
void LLGLSLShader::bind()
{
glUseProgramObjectARB(mProgramObject);
if (mAttribute.size() > 0)
{
gPipeline.mMaterialIndex = mAttribute[0];
}
}
void LLGLSLShader::unbind()
{
for (U32 i = 0; i < mAttribute.size(); ++i)
{
vertexAttrib4f(i, 0,0,0,1);
}
glUseProgramObjectARB(0);
}
S32 LLGLSLShader::enableTexture(S32 uniform, S32 mode)
{
if (uniform < 0 || uniform >= (S32)mTexture.size())
{
llerrs << "LLGLSLShader::enableTexture: uniform out of range: " << uniform << llendl;
}
S32 index = mTexture[uniform];
if (index != -1)
{
glActiveTextureARB(GL_TEXTURE0_ARB+index);
glEnable(mode);
}
return index;
}
S32 LLGLSLShader::disableTexture(S32 uniform, S32 mode)
{
S32 index = mTexture[uniform];
if (index != -1)
{
glActiveTextureARB(GL_TEXTURE0_ARB+index);
glDisable(mode);
}
return index;
}
void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
if (mAttribute[index] > 0)
{
glVertexAttrib4fARB(mAttribute[index], x, y, z, w);
}
}
void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
{
if (mAttribute[index] > 0)
{
glVertexAttrib4fvARB(mAttribute[index], v);
}
}
LLViewerObject* LLPipeline::pickObject(const LLVector3 &start, const LLVector3 &end, LLVector3 &collision)
{
LLDrawable* drawable = mObjectPartition[PARTITION_VOLUME]->pickDrawable(start, end, collision);
return drawable ? drawable->getVObj() : NULL;
}
LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
{
if (vobj)
{
return getSpatialPartition(vobj->getPartitionType());
}
return NULL;
}
LLSpatialPartition* LLPipeline::getSpatialPartition(U32 type)
{
if (type < mObjectPartition.size())
{
return mObjectPartition[type];
}
return NULL;
}
void LLPipeline::clearRenderMap()
{
for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; i++)
{
mRenderMap[i].clear();
}
}
void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
{
for (S32 i = 0; i < drawable->getNumFaces(); i++)
{
LLFace* facep = drawable->getFace(i);
facep->mVertexBuffer = NULL;
facep->mLastVertexBuffer = NULL;
}
}
void LLPipeline::resetVertexBuffers()
{
for (U32 i = 0; i < mObjectPartition.size(); ++i)
{
if (mObjectPartition[i])
{
mObjectPartition[i]->resetVertexBuffers();
}
}
resetDrawOrders();
if (gSky.mVOSkyp.notNull())
{
resetVertexBuffers(gSky.mVOSkyp->mDrawable);
resetVertexBuffers(gSky.mVOGroundp->mDrawable);
resetVertexBuffers(gSky.mVOStarsp->mDrawable);
markRebuild(gSky.mVOSkyp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
markRebuild(gSky.mVOStarsp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
}
if (LLVertexBuffer::sGLCount > 0)
{
LLVertexBuffer::cleanupClass();
}
}
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
{
mSimplePool->renderStatic(type, mask, texture);
mSimplePool->renderActive(type, mask, texture);
}
void LLPipeline::setUseVBO(BOOL use_vbo)
{
if (use_vbo != LLVertexBuffer::sEnableVBOs)
{
if (use_vbo)
{
llinfos << "Enabling VBO." << llendl;
}
else
{
llinfos << "Disabling VBO." << llendl;
}
resetVertexBuffers();
LLVertexBuffer::initClass(use_vbo);
}
}
void apply_cube_face_rotation(U32 face)
{
switch (face)
{
case 0:
glRotatef(90.f, 0, 1, 0);
glRotatef(180.f, 1, 0, 0);
break;
case 2:
glRotatef(-90.f, 1, 0, 0);
break;
case 4:
glRotatef(180.f, 0, 1, 0);
glRotatef(180.f, 0, 0, 1);
break;
case 1:
glRotatef(-90.f, 0, 1, 0);
glRotatef(180.f, 1, 0, 0);
break;
case 3:
glRotatef(90, 1, 0, 0);
break;
case 5:
glRotatef(180, 0, 0, 1);
break;
}
}
void LLPipeline::generateReflectionMap(LLCubeMap* cube_map, LLCamera& cube_cam, GLsizei res)
{
//render dynamic cube map
U32 type_mask = gPipeline.getRenderTypeMask();
BOOL use_occlusion = LLPipeline::sUseOcclusion;
LLPipeline::sUseOcclusion = FALSE;
LLPipeline::sSkipUpdate = TRUE;
static GLuint blur_tex = 0;
if (!blur_tex)
{
glGenTextures(1, &blur_tex);
}
BOOL toggle_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
if (toggle_ui)
{
gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
}
U32 cube_mask = (1 << LLPipeline::RENDER_TYPE_SIMPLE) |
(1 << LLPipeline::RENDER_TYPE_WATER) |
(1 << LLPipeline::RENDER_TYPE_BUMP) |
(1 << LLPipeline::RENDER_TYPE_ALPHA) |
(1 << LLPipeline::RENDER_TYPE_TREE) |
(1 << LLDrawPool::POOL_ALPHA_POST_WATER) |
//(1 << LLPipeline::RENDER_TYPE_PARTICLES) |
(1 << LLPipeline::RENDER_TYPE_CLOUDS) |
//(1 << LLPipeline::RENDER_TYPE_STARS) |
//(1 << LLPipeline::RENDER_TYPE_AVATAR) |
(1 << LLPipeline::RENDER_TYPE_GRASS) |
(1 << LLPipeline::RENDER_TYPE_VOLUME) |
(1 << LLPipeline::RENDER_TYPE_TERRAIN) |
(1 << LLPipeline::RENDER_TYPE_SKY) |
(1 << LLPipeline::RENDER_TYPE_GROUND);
LLDrawPoolWater::sSkipScreenCopy = TRUE;
cube_mask = cube_mask & type_mask;
gPipeline.setRenderTypeMask(cube_mask);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glViewport(0,0,res,res);
glClearColor(0,0,0,0);
U32 cube_face[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
LLVector3 origin = cube_cam.getOrigin();
gPipeline.calcNearbyLights();
for (S32 i = 0; i < 6; i++)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 0.1f, 1024.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
apply_cube_face_rotation(i);
glTranslatef(-origin.mV[0], -origin.mV[1], -origin.mV[2]);
cube_cam.setOrigin(origin);
LLViewerCamera::updateFrustumPlanes(cube_cam);
cube_cam.setOrigin(gCamera->getOrigin());
gPipeline.updateCull(cube_cam);
gPipeline.stateSort(cube_cam);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gPipeline.renderGeom(cube_cam);
cube_map->enable(0);
cube_map->bind();
glCopyTexImage2D(cube_face[i], 0, GL_RGB, 0, 0, res, res, 0);
cube_map->disable();
}
cube_cam.setOrigin(origin);
gPipeline.resetDrawOrders();
gPipeline.mShinyOrigin.setVec(cube_cam.getOrigin(), cube_cam.getFar()*2.f);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
gPipeline.setRenderTypeMask(type_mask);
LLPipeline::sUseOcclusion = use_occlusion;
LLPipeline::sSkipUpdate = FALSE;
if (toggle_ui)
{
gPipeline.toggleRenderDebugFeature((void*)LLPipeline::RENDER_DEBUG_FEATURE_UI);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
LLDrawPoolWater::sSkipScreenCopy = FALSE;
}
//send cube map vertices and texture coordinates
void render_cube_map()
{
U32 idx[36];
idx[0] = 1; idx[1] = 0; idx[2] = 2; //front
idx[3] = 3; idx[4] = 2; idx[5] = 0;
idx[6] = 4; idx[7] = 5; idx[8] = 1; //top
idx[9] = 0; idx[10] = 1; idx[11] = 5;
idx[12] = 5; idx[13] = 4; idx[14] = 6; //back
idx[15] = 7; idx[16] = 6; idx[17] = 4;
idx[18] = 6; idx[19] = 7; idx[20] = 3; //bottom
idx[21] = 2; idx[22] = 3; idx[23] = 7;
idx[24] = 0; idx[25] = 5; idx[26] = 3; //left
idx[27] = 6; idx[28] = 3; idx[29] = 5;
idx[30] = 4; idx[31] = 1; idx[32] = 7; //right
idx[33] = 2; idx[34] = 7; idx[35] = 1;
LLVector3 vert[8];
LLVector3 r = LLVector3(1,1,1);
vert[0] = r.scaledVec(LLVector3(-1,1,1)); // 0 - left top front
vert[1] = r.scaledVec(LLVector3(1,1,1)); // 1 - right top front
vert[2] = r.scaledVec(LLVector3(1,-1,1)); // 2 - right bottom front
vert[3] = r.scaledVec(LLVector3(-1,-1,1)); // 3 - left bottom front
vert[4] = r.scaledVec(LLVector3(1,1,-1)); // 4 - left top back
vert[5] = r.scaledVec(LLVector3(-1,1,-1)); // 5 - right top back
vert[6] = r.scaledVec(LLVector3(-1,-1,-1)); // 6 - right bottom back
vert[7] = r.scaledVec(LLVector3(1,-1,-1)); // 7 -left bottom back
glBegin(GL_TRIANGLES);
for (U32 i = 0; i < 36; i++)
{
glTexCoord3fv(vert[idx[i]].mV);
glVertex3fv(vert[idx[i]].mV);
}
glEnd();
}
void LLPipeline::blurReflectionMap(LLCubeMap* cube_in, LLCubeMap* cube_out, U32 res)
{
LLGLEnable cube(GL_TEXTURE_CUBE_MAP_ARB);
LLGLDepthTest depth(GL_FALSE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(90.f+45.f/res, 1.f, 0.1f, 1024.f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glViewport(0, 0, res, res);
LLGLEnable blend(GL_BLEND);
S32 kernel = 2;
F32 step = 90.f/res;
F32 alpha = 1.f/((kernel*2+1));
glColor4f(1,1,1,alpha);
S32 x = 0;
U32 cube_face[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
LLVector3 axis[] =
{
LLVector3(1,0,0),
LLVector3(0,1,0),
LLVector3(0,0,1)
};
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
//3-axis blur
for (U32 j = 0; j < 3; j++)
{
glViewport(0,0,res, res*6);
glClear(GL_COLOR_BUFFER_BIT);
if (j == 0)
{
cube_in->bind();
}
for (U32 i = 0; i < 6; i++)
{
glViewport(0,i*res, res, res);
glLoadIdentity();
apply_cube_face_rotation(i);
for (x = -kernel; x <= kernel; ++x)
{
glPushMatrix();
glRotatef(x*step, axis[j].mV[0], axis[j].mV[1], axis[j].mV[2]);
render_cube_map();
glPopMatrix();
}
}
//readback
if (j == 0)
{
cube_out->bind();
}
for (U32 i = 0; i < 6; i++)
{
glCopyTexImage2D(cube_face[i], 0, GL_RGB, 0, i*res, res, res, 0);
}
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
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