1806 lines
53 KiB
C++
1806 lines
53 KiB
C++
/**
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* @file llviewerdisplay.cpp
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* @brief LLViewerDisplay class implementation
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*
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* $LicenseInfo:firstyear=2004&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llviewerdisplay.h"
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#include "llgl.h"
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#include "llrender.h"
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#include "llglheaders.h"
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#include "llagent.h"
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#include "llagentcamera.h"
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#include "llviewercontrol.h"
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#include "llcoord.h"
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#include "llcriticaldamp.h"
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#include "lldir.h"
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#include "lldynamictexture.h"
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#include "lldrawpoolalpha.h"
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#include "llfeaturemanager.h"
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//#include "llfirstuse.h"
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#include "llhudmanager.h"
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#include "llimagebmp.h"
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#include "llmemory.h"
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#include "llselectmgr.h"
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#include "llsky.h"
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#include "llstartup.h"
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#include "lltoolfocus.h"
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#include "lltoolmgr.h"
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#include "lltooldraganddrop.h"
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#include "lltoolpie.h"
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#include "lltracker.h"
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#include "lltrans.h"
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#include "llui.h"
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#include "llviewercamera.h"
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#include "llviewerobjectlist.h"
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#include "llviewerparcelmgr.h"
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#include "llviewerwindow.h"
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#include "llvoavatarself.h"
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#include "llvograss.h"
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#include "llworld.h"
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#include "pipeline.h"
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#include "llspatialpartition.h"
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#include "llappviewer.h"
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#include "llstartup.h"
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#include "llviewershadermgr.h"
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#include "llfasttimer.h"
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#include "llfloatertools.h"
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#include "llviewertexturelist.h"
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#include "llfocusmgr.h"
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#include "llcubemap.h"
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#include "llviewerregion.h"
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#include "lldrawpoolwater.h"
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#include "lldrawpoolbump.h"
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#include "llwlparammanager.h"
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#include "llwaterparammanager.h"
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#include "llpostprocess.h"
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#include "llscenemonitor.h"
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// [RLVa:KB] - Checked: 2011-05-22 (RLVa-1.3.1a)
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#include "rlvlocks.h"
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// [/RLVa:KB]
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#include "llpresetsmanager.h"
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#include "fsdata.h"
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extern LLPointer<LLViewerTexture> gStartTexture;
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extern bool gShiftFrame;
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LLPointer<LLViewerTexture> gDisconnectedImagep = NULL;
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// used to toggle renderer back on after teleport
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BOOL gTeleportDisplay = FALSE;
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LLFrameTimer gTeleportDisplayTimer;
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LLFrameTimer gTeleportArrivalTimer;
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const F32 RESTORE_GL_TIME = 5.f; // Wait this long while reloading textures before we raise the curtain
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// <FS:Ansariel> Draw Distance stepping; originally based on SpeedRez by Henri Beauchamp, licensed under LGPL
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F32 gSavedDrawDistance = 0.0f;
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F32 gLastDrawDistanceStep = 0.0f;
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BOOL gForceRenderLandFence = FALSE;
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BOOL gDisplaySwapBuffers = FALSE;
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BOOL gDepthDirty = FALSE;
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BOOL gResizeScreenTexture = FALSE;
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BOOL gWindowResized = FALSE;
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BOOL gSnapshot = FALSE;
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BOOL gShaderProfileFrame = FALSE;
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// This is how long the sim will try to teleport you before giving up.
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const F32 TELEPORT_EXPIRY = 15.0f;
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// Additional time (in seconds) to wait per attachment
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const F32 TELEPORT_EXPIRY_PER_ATTACHMENT = 3.f;
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U32 gRecentFrameCount = 0; // number of 'recent' frames
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LLFrameTimer gRecentFPSTime;
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LLFrameTimer gRecentMemoryTime;
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LLFrameTimer gAssetStorageLogTime;
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// Rendering stuff
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void pre_show_depth_buffer();
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void post_show_depth_buffer();
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void render_ui(F32 zoom_factor = 1.f, int subfield = 0);
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void swap();
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void render_hud_attachments();
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void render_ui_3d();
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void render_ui_2d();
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void render_disconnected_background();
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void display_startup()
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{
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if ( !gViewerWindow
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|| !gViewerWindow->getActive()
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|| !gViewerWindow->getWindow()->getVisible()
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|| gViewerWindow->getWindow()->getMinimized() )
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{
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return;
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}
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gPipeline.updateGL();
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// Update images?
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//gImageList.updateImages(0.01f);
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// Written as branch to appease GCC which doesn't like different
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// pointer types across ternary ops
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//
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if (!LLViewerFetchedTexture::sWhiteImagep.isNull())
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{
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LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
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}
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LLGLSDefault gls_default;
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// Required for HTML update in login screen
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static S32 frame_count = 0;
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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if (frame_count++ > 1) // make sure we have rendered a frame first
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{
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LLViewerDynamicTexture::updateAllInstances();
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}
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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LLGLSUIDefault gls_ui;
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gPipeline.disableLights();
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if (gViewerWindow)
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gViewerWindow->setup2DRender();
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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gGL.color4f(1,1,1,1);
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if (gViewerWindow)
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gViewerWindow->draw();
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gGL.flush();
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LLVertexBuffer::unbind();
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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if (gViewerWindow && gViewerWindow->getWindow())
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gViewerWindow->getWindow()->swapBuffers();
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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static LLTrace::BlockTimerStatHandle FTM_UPDATE_CAMERA("Update Camera");
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void display_update_camera()
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{
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LL_RECORD_BLOCK_TIME(FTM_UPDATE_CAMERA);
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// TODO: cut draw distance down if customizing avatar?
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// TODO: cut draw distance on per-parcel basis?
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// Cut draw distance in half when customizing avatar,
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// but on the viewer only.
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F32 final_far = gAgentCamera.mDrawDistance;
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if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgentCamera.getCameraMode())
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{
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final_far *= 0.5f;
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}
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// <FS:CR> Aurora sim
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if(LLWorld::getInstance()->getLockedDrawDistance())
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{
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//Reset the draw distance and do not update with the new val
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final_far = LLViewerCamera::getInstance()->getFar();
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}
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// </FS:CR> Aurora sim
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LLViewerCamera::getInstance()->setFar(final_far);
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gViewerWindow->setup3DRender();
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// update all the sky/atmospheric/water settings
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LLWLParamManager::getInstance()->update(LLViewerCamera::getInstance());
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LLWaterParamManager::getInstance()->update(LLViewerCamera::getInstance());
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// Update land visibility too
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LLWorld::getInstance()->setLandFarClip(final_far);
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}
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// Write some stats to LL_INFOS()
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void display_stats()
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{
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// <FS:Ansariel> gSavedSettings replacement
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//F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency");
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static LLCachedControl<F32> fpsLogFrequency(gSavedSettings, "FPSLogFrequency");
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F32 fps_log_freq = (F32)fpsLogFrequency;
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// </FS:Ansariel>
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if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq)
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{
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F32 fps = gRecentFrameCount / fps_log_freq;
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LL_INFOS() << llformat("FPS: %.02f", fps) << LL_ENDL;
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gRecentFrameCount = 0;
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gRecentFPSTime.reset();
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}
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// <FS:Ansariel> gSavedSettings replacement
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//F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
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static LLCachedControl<F32> memoryLogFrequency(gSavedSettings, "MemoryLogFrequency");
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F32 mem_log_freq = (F32)memoryLogFrequency;
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// </FS:Ansariel>
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if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
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{
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gMemoryAllocated = U64Bytes(LLMemory::getCurrentRSS());
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U32Megabytes memory = gMemoryAllocated;
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LL_INFOS() << "MEMORY: " << memory << LL_ENDL;
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LLMemory::logMemoryInfo(TRUE) ;
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gRecentMemoryTime.reset();
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}
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F32 asset_storage_log_freq = gSavedSettings.getF32("AssetStorageLogFrequency");
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if (asset_storage_log_freq > 0.f && gAssetStorageLogTime.getElapsedTimeF32() >= asset_storage_log_freq)
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{
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gAssetStorageLogTime.reset();
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gAssetStorage->logAssetStorageInfo();
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}
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}
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static LLTrace::BlockTimerStatHandle FTM_PICK("Picking");
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static LLTrace::BlockTimerStatHandle FTM_RENDER("Render");
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static LLTrace::BlockTimerStatHandle FTM_UPDATE_SKY("Update Sky");
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static LLTrace::BlockTimerStatHandle FTM_UPDATE_DYNAMIC_TEXTURES("Update Dynamic Textures");
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static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE("Update Images");
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static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_CLASS("Class");
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static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_BUMP("Image Update Bump");
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static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_LIST("List");
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static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_DELETE("Delete");
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static LLTrace::BlockTimerStatHandle FTM_RESIZE_WINDOW("Resize Window");
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static LLTrace::BlockTimerStatHandle FTM_HUD_UPDATE("HUD Update");
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static LLTrace::BlockTimerStatHandle FTM_DISPLAY_UPDATE_GEOM("Update Geom");
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static LLTrace::BlockTimerStatHandle FTM_TEXTURE_UNBIND("Texture Unbind");
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static LLTrace::BlockTimerStatHandle FTM_TELEPORT_DISPLAY("Teleport Display");
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// Paint the display!
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void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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{
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LL_RECORD_BLOCK_TIME(FTM_RENDER);
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if (gWindowResized)
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{ //skip render on frames where window has been resized
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LL_RECORD_BLOCK_TIME(FTM_RESIZE_WINDOW);
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gGL.flush();
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glClear(GL_COLOR_BUFFER_BIT);
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gViewerWindow->getWindow()->swapBuffers();
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LLPipeline::refreshCachedSettings();
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gPipeline.resizeScreenTexture();
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gResizeScreenTexture = FALSE;
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gWindowResized = FALSE;
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return;
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}
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if (LLPipeline::sRenderDeferred)
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{ //hack to make sky show up in deferred snapshots
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for_snapshot = FALSE;
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}
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if (LLPipeline::sRenderFrameTest)
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{
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send_agent_pause();
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}
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gSnapshot = for_snapshot;
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LLGLSDefault gls_default;
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LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
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LLVertexBuffer::unbind();
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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stop_glerror();
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gPipeline.disableLights();
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//reset vertex buffers if needed
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gPipeline.doResetVertexBuffers();
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stop_glerror();
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// Don't draw if the window is hidden or minimized.
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// In fact, must explicitly check the minimized state before drawing.
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// Attempting to draw into a minimized window causes a GL error. JC
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if ( !gViewerWindow->getActive()
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|| !gViewerWindow->getWindow()->getVisible()
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|| gViewerWindow->getWindow()->getMinimized() )
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{
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// Clean up memory the pools may have allocated
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if (rebuild)
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{
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stop_glerror();
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gPipeline.rebuildPools();
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stop_glerror();
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}
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// <FS:ND> FIRE-15789; Make sure there's not backlog for thousands and thousands of beam objects
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LLHUDObject::renderAllForTimer();
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// </FS:ND>
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stop_glerror();
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gViewerWindow->returnEmptyPicks();
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stop_glerror();
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return;
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}
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gViewerWindow->checkSettings();
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{
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LL_RECORD_BLOCK_TIME(FTM_PICK);
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LLAppViewer::instance()->pingMainloopTimeout("Display:Pick");
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gViewerWindow->performPick();
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}
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LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
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LLGLState::checkStates();
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LLGLState::checkTextureChannels();
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//////////////////////////////////////////////////////////
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//
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// Logic for forcing window updates if we're in drone mode.
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//
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// *TODO: Investigate running display() during gHeadlessClient. See if this early exit is needed DK 2011-02-18
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if (gHeadlessClient)
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{
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#if LL_WINDOWS
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static F32 last_update_time = 0.f;
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if ((gFrameTimeSeconds - last_update_time) > 1.f)
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{
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InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE);
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last_update_time = gFrameTimeSeconds;
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}
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#elif LL_DARWIN
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// MBW -- Do something clever here.
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#endif
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// Not actually rendering, don't bother.
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return;
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}
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//
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// Bail out if we're in the startup state and don't want to try to
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// render the world.
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//
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// <FS:Ansariel> Revert to original state to prevent flickering if login progress screen is disabled
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//if (LLStartUp::getStartupState() < STATE_PRECACHE)
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if (LLStartUp::getStartupState() < STATE_STARTED)
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// </FS:Ansariel>
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{
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LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
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display_startup();
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return;
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}
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if (gShaderProfileFrame)
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{
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LLGLSLShader::initProfile();
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}
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//LLGLState::verify(FALSE);
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/////////////////////////////////////////////////
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//
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// Update GL Texture statistics (used for discard logic?)
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//
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LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
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stop_glerror();
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LLImageGL::updateStats(gFrameTimeSeconds);
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// <FS:CR> Aurora sim
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//LLVOAvatar::sRenderName = gSavedSettings.getS32("AvatarNameTagMode");
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static LLCachedControl<S32> avatarNameTagMode(gSavedSettings, "AvatarNameTagMode");
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S32 RenderName = (S32)avatarNameTagMode;
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if(RenderName > LLWorld::getInstance()->getAllowRenderName())//The most restricted gets set here
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RenderName = LLWorld::getInstance()->getAllowRenderName();
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LLVOAvatar::sRenderName = RenderName;
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// <FS:CR> Aurora sim
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// <FS:Ansariel> gSavedSettings replacement
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//LLVOAvatar::sRenderGroupTitles = (gSavedSettings.getBOOL("NameTagShowGroupTitles") && gSavedSettings.getS32("AvatarNameTagMode"));
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static LLCachedControl<bool> nameTagShowGroupTitles(gSavedSettings, "NameTagShowGroupTitles");
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LLVOAvatar::sRenderGroupTitles = (nameTagShowGroupTitles && LLVOAvatar::sRenderName);
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// </FS:Ansariel>
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gPipeline.mBackfaceCull = TRUE;
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gFrameCount++;
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gRecentFrameCount++;
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if (gFocusMgr.getAppHasFocus())
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{
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gForegroundFrameCount++;
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}
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//////////////////////////////////////////////////////////
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//
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// Display start screen if we're teleporting, and skip render
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//
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if (gTeleportDisplay)
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{
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LL_RECORD_BLOCK_TIME(FTM_TELEPORT_DISPLAY);
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LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
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static LLCachedControl<F32> teleport_arrival_delay(gSavedSettings, "TeleportArrivalDelay");
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static LLCachedControl<F32> teleport_local_delay(gSavedSettings, "TeleportLocalDelay");
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S32 attach_count = 0;
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if (isAgentAvatarValid())
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{
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attach_count = gAgentAvatarp->getAttachmentCount();
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}
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F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
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F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
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F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
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if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
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{
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// Give up. Don't keep the UI locked forever.
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gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
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gAgent.setTeleportMessage(std::string());
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}
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const std::string& message = gAgent.getTeleportMessage();
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switch( gAgent.getTeleportState() )
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{
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case LLAgent::TELEPORT_PENDING:
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gTeleportDisplayTimer.reset();
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gViewerWindow->setShowProgress(TRUE,!gSavedSettings.getBOOL("FSDisableTeleportScreens"));
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gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
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gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["pending"]);
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gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["pending"]);
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break;
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case LLAgent::TELEPORT_START:
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// Transition to REQUESTED. Viewer has sent some kind
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// of TeleportRequest to the source simulator
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// Reset view angle if in mouselook. Fixes camera angle getting stuck on teleport. -Zi
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if(gAgentCamera.cameraMouselook())
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{
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// If someone knows how to call "View.ZoomDefault" by hand, we should do that instead of
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// replicating the behavior here. -Zi
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LLViewerCamera::getInstance()->setDefaultFOV(DEFAULT_FIELD_OF_VIEW);
|
|
if(gSavedSettings.getBOOL("FSResetCameraOnTP"))
|
|
{
|
|
gSavedSettings.setF32("CameraAngle", LLViewerCamera::getInstance()->getView()); // FS:LO Dont reset rightclick zoom when we teleport however. Fixes FIRE-6246.
|
|
}
|
|
// also, reset the marker for "currently zooming" in the mouselook zoom settings. -Zi
|
|
LLVector3 vTemp=gSavedSettings.getVector3("_NACL_MLFovValues");
|
|
vTemp.mV[2]=0.0f;
|
|
gSavedSettings.setVector3("_NACL_MLFovValues",vTemp);
|
|
}
|
|
|
|
gTeleportDisplayTimer.reset();
|
|
gViewerWindow->setShowProgress(TRUE,!gSavedSettings.getBOOL("FSDisableTeleportScreens"));
|
|
gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
|
|
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
|
|
gAgent.setTeleportMessage(
|
|
LLAgent::sTeleportProgressMessages["requesting"]);
|
|
gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["requesting"]);
|
|
FSData::instance().selectNextMOTD();
|
|
gViewerWindow->setProgressMessage(gAgent.mMOTD);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_REQUESTED:
|
|
// Waiting for source simulator to respond
|
|
gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
|
|
gViewerWindow->setProgressString(message);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_MOVING:
|
|
// Viewer has received destination location from source simulator
|
|
gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
|
|
gViewerWindow->setProgressString(message);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_START_ARRIVAL:
|
|
// Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator
|
|
gTeleportArrivalTimer.reset();
|
|
gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
|
|
gViewerWindow->setProgressPercent(75.f);
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
|
|
gAgent.setTeleportMessage(
|
|
LLAgent::sTeleportProgressMessages["arriving"]);
|
|
gTextureList.mForceResetTextureStats = TRUE;
|
|
if(!gSavedSettings.getBOOL("FSDisableTeleportScreens"))
|
|
{
|
|
gAgentCamera.resetView(TRUE, TRUE);
|
|
}
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_ARRIVING:
|
|
// Make the user wait while content "pre-caches"
|
|
{
|
|
F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / teleport_arrival_delay());
|
|
if( arrival_fraction > 1.f || gSavedSettings.getBOOL("FSDisableTeleportScreens") )
|
|
{
|
|
arrival_fraction = 1.f;
|
|
//LLFirstUse::useTeleport();
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
|
|
}
|
|
gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
|
|
gViewerWindow->setProgressPercent( arrival_fraction * 25.f + 75.f);
|
|
gViewerWindow->setProgressString(message);
|
|
}
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_LOCAL:
|
|
// Short delay when teleporting in the same sim (progress screen active but not shown - did not
|
|
// fall-through from TELEPORT_START)
|
|
{
|
|
// <FS:CR> FIRE-8721 - Remove local teleport delay
|
|
//if( gTeleportDisplayTimer.getElapsedTimeF32() > teleport_local_delay() )
|
|
// </FS:CR>
|
|
{
|
|
//LLFirstUse::useTeleport();
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_NONE:
|
|
// No teleport in progress
|
|
gViewerWindow->setShowProgress(FALSE,FALSE);
|
|
gTeleportDisplay = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
else if(LLAppViewer::instance()->logoutRequestSent())
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
|
|
F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
|
|
if (percent_done > 100.f)
|
|
{
|
|
percent_done = 100.f;
|
|
}
|
|
|
|
if( LLApp::isExiting() )
|
|
{
|
|
percent_done = 100.f;
|
|
}
|
|
|
|
gViewerWindow->setProgressPercent( percent_done );
|
|
gViewerWindow->setProgressMessage(std::string());
|
|
}
|
|
else
|
|
if (gRestoreGL)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
|
|
F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
|
|
if( percent_done > 100.f )
|
|
{
|
|
gViewerWindow->setShowProgress(FALSE,FALSE);
|
|
gRestoreGL = FALSE;
|
|
}
|
|
else
|
|
{
|
|
|
|
if( LLApp::isExiting() )
|
|
{
|
|
percent_done = 100.f;
|
|
}
|
|
|
|
gViewerWindow->setProgressPercent( percent_done );
|
|
}
|
|
gViewerWindow->setProgressMessage(std::string());
|
|
}
|
|
|
|
// <FS::Ansariel> Draw Distance stepping; originally based on SpeedRez by Henri Beauchamp, licensed under LGPL
|
|
// Progressively increase draw distance after TP when required.
|
|
static LLCachedControl<F32> renderFarClip(gSavedSettings, "RenderFarClip");
|
|
if (gSavedDrawDistance > 0.0f && gAgent.getTeleportState() == LLAgent::TELEPORT_NONE)
|
|
{
|
|
if (gLastDrawDistanceStep != renderFarClip())
|
|
{
|
|
LLPresetsManager::instance().setIsDrawDistanceSteppingActive(false);
|
|
gSavedDrawDistance = 0.0f;
|
|
gLastDrawDistanceStep = 0.0f;
|
|
gSavedSettings.setF32("FSSavedRenderFarClip", 0.0f);
|
|
}
|
|
|
|
if (gTeleportArrivalTimer.getElapsedTimeF32() >=
|
|
(F32)gSavedSettings.getU32("FSRenderFarClipSteppingInterval"))
|
|
{
|
|
gTeleportArrivalTimer.reset();
|
|
F32 current = gSavedSettings.getF32("RenderFarClip");
|
|
if (gSavedDrawDistance > current)
|
|
{
|
|
current *= 2.0f;
|
|
if (current > gSavedDrawDistance)
|
|
{
|
|
current = gSavedDrawDistance;
|
|
}
|
|
gSavedSettings.setF32("RenderFarClip", current);
|
|
gLastDrawDistanceStep = current;
|
|
}
|
|
if (current >= gSavedDrawDistance)
|
|
{
|
|
LLPresetsManager::instance().setIsDrawDistanceSteppingActive(false);
|
|
gSavedDrawDistance = 0.0f;
|
|
gLastDrawDistanceStep = 0.0f;
|
|
gSavedSettings.setF32("FSSavedRenderFarClip", 0.0f);
|
|
}
|
|
}
|
|
}
|
|
// </FS::Ansariel>
|
|
|
|
//////////////////////////
|
|
//
|
|
// Prepare for the next frame
|
|
//
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Update the camera
|
|
//
|
|
//
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
|
|
LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
|
|
LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);
|
|
|
|
//////////////////////////
|
|
//
|
|
// clear the next buffer
|
|
// (must follow dynamic texture writing since that uses the frame buffer)
|
|
//
|
|
|
|
if (gDisconnected)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
|
|
render_ui();
|
|
swap();
|
|
}
|
|
|
|
//////////////////////////
|
|
//
|
|
// Set rendering options
|
|
//
|
|
//
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
|
|
stop_glerror();
|
|
|
|
///////////////////////////////////////
|
|
//
|
|
// Slam lighting parameters back to our defaults.
|
|
// Note that these are not the same as GL defaults...
|
|
|
|
stop_glerror();
|
|
gGL.setAmbientLightColor(LLColor4::white);
|
|
stop_glerror();
|
|
|
|
/////////////////////////////////////
|
|
//
|
|
// Render
|
|
//
|
|
// Actually push all of our triangles to the screen.
|
|
//
|
|
|
|
// do render-to-texture stuff here
|
|
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
|
|
LL_RECORD_BLOCK_TIME(FTM_UPDATE_DYNAMIC_TEXTURES);
|
|
if (LLViewerDynamicTexture::updateAllInstances())
|
|
{
|
|
gGL.setColorMask(true, true);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
}
|
|
|
|
gViewerWindow->setup3DViewport();
|
|
|
|
gPipeline.resetFrameStats(); // Reset per-frame statistics.
|
|
|
|
if (!gDisconnected)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{ //don't draw hud objects in this frame
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
}
|
|
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
|
|
{ //don't draw hud particles in this frame
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
|
|
}
|
|
|
|
//upkeep gl name pools
|
|
LLGLNamePool::upkeepPools();
|
|
|
|
stop_glerror();
|
|
display_update_camera();
|
|
stop_glerror();
|
|
|
|
// *TODO: merge these two methods
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_HUD_UPDATE);
|
|
LLHUDManager::getInstance()->updateEffects();
|
|
LLHUDObject::updateAll();
|
|
stop_glerror();
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_DISPLAY_UPDATE_GEOM);
|
|
const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds.value(); // 50 ms/second update time
|
|
gPipeline.createObjects(max_geom_update_time);
|
|
gPipeline.processPartitionQ();
|
|
gPipeline.updateGeom(max_geom_update_time);
|
|
stop_glerror();
|
|
}
|
|
|
|
gPipeline.updateGL();
|
|
|
|
stop_glerror();
|
|
|
|
S32 water_clip = 0;
|
|
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
|
|
(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER) ||
|
|
gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)))
|
|
{
|
|
if (LLViewerCamera::getInstance()->cameraUnderWater())
|
|
{
|
|
water_clip = -1;
|
|
}
|
|
else
|
|
{
|
|
water_clip = 1;
|
|
}
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
|
|
|
|
//Increment drawable frame counter
|
|
LLDrawable::incrementVisible();
|
|
|
|
LLSpatialGroup::sNoDelete = TRUE;
|
|
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
|
|
|
|
S32 occlusion = LLPipeline::sUseOcclusion;
|
|
if (gDepthDirty)
|
|
{ //depth buffer is invalid, don't overwrite occlusion state
|
|
LLPipeline::sUseOcclusion = llmin(occlusion, 1);
|
|
}
|
|
gDepthDirty = FALSE;
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
static LLCullResult result;
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
|
|
gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
|
|
stop_glerror();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
BOOL to_texture = gPipeline.canUseVertexShaders() &&
|
|
LLPipeline::sRenderGlow;
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
|
|
|
|
{
|
|
if (gResizeScreenTexture)
|
|
{
|
|
gResizeScreenTexture = FALSE;
|
|
gPipeline.resizeScreenTexture();
|
|
}
|
|
|
|
gGL.setColorMask(true, true);
|
|
glClearColor(0,0,0,0);
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
if (!for_snapshot)
|
|
{
|
|
if (gFrameCount > 1)
|
|
{ //for some reason, ATI 4800 series will error out if you
|
|
//try to generate a shadow before the first frame is through
|
|
gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
glh::matrix4f proj = glh_get_current_projection();
|
|
glh::matrix4f mod = glh_get_current_modelview();
|
|
glViewport(0,0,512,512);
|
|
LLVOAvatar::updateFreezeCounter() ;
|
|
|
|
if(!LLPipeline::sMemAllocationThrottled)
|
|
{
|
|
LLVOAvatar::updateImpostors();
|
|
}
|
|
|
|
glh_set_current_projection(proj);
|
|
glh_set_current_modelview(mod);
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.loadMatrix(proj.m);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(mod.m);
|
|
gViewerWindow->setup3DViewport();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
}
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
//if (!for_snapshot)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
|
|
gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
|
|
gPipeline.generateHighlight(*LLViewerCamera::getInstance());
|
|
gPipeline.renderPhysicsDisplay();
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
//////////////////////////////////////
|
|
//
|
|
// Update images, using the image stats generated during object update/culling
|
|
//
|
|
// Can put objects onto the retextured list.
|
|
//
|
|
// Doing this here gives hardware occlusion queries extra time to complete
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE);
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_CLASS);
|
|
LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
|
|
LLTrace::CountStatHandle<>* angular_velocity_stat = LLViewerCamera::getAngularVelocityStat();
|
|
LLViewerTexture::updateClass(LLTrace::get_frame_recording().getPeriodMeanPerSec(*velocity_stat),
|
|
LLTrace::get_frame_recording().getPeriodMeanPerSec(*angular_velocity_stat));
|
|
}
|
|
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_BUMP);
|
|
gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_LIST);
|
|
F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds.value(); // 50 ms/second decode time
|
|
max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
|
|
gTextureList.updateImages(max_image_decode_time);
|
|
}
|
|
|
|
/*{
|
|
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_DELETE);
|
|
//remove dead textures from GL
|
|
LLImageGL::deleteDeadTextures();
|
|
stop_glerror();
|
|
}*/
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
///////////////////////////////////
|
|
//
|
|
// StateSort
|
|
//
|
|
// Responsible for taking visible objects, and adding them to the appropriate draw orders.
|
|
// In the case of alpha objects, z-sorts them first.
|
|
// Also creates special lists for outlines and selected face rendering.
|
|
//
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
|
|
{
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
|
|
stop_glerror();
|
|
|
|
if (rebuild)
|
|
{
|
|
//////////////////////////////////////
|
|
//
|
|
// rebuildPools
|
|
//
|
|
//
|
|
gPipeline.rebuildPools();
|
|
stop_glerror();
|
|
}
|
|
}
|
|
|
|
LLSceneMonitor::getInstance()->fetchQueryResult();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
LLPipeline::sUseOcclusion = occlusion;
|
|
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
|
|
LL_RECORD_BLOCK_TIME(FTM_UPDATE_SKY);
|
|
gSky.updateSky();
|
|
}
|
|
|
|
if(gUseWireframe)
|
|
{
|
|
glClearColor(0.5f, 0.5f, 0.5f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
|
|
|
|
//// render frontmost floater opaque for occlusion culling purposes
|
|
//LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
|
|
//// assumes frontmost floater with focus is opaque
|
|
//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
|
|
//{
|
|
// gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
// gGL.pushMatrix();
|
|
// {
|
|
// gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
// glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
// gGL.loadIdentity();
|
|
|
|
// LLRect floater_rect = frontmost_floaterp->calcScreenRect();
|
|
// // deflate by one pixel so rounding errors don't occlude outside of floater extents
|
|
// floater_rect.stretch(-1);
|
|
// LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(),
|
|
// (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
|
|
// (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
|
|
// (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
|
|
// floater_3d_rect.translate(-0.5f, -0.5f);
|
|
// gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
|
|
// gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
|
|
// gGL.color4fv(LLColor4::white.mV);
|
|
// gGL.begin(LLVertexBuffer::QUADS);
|
|
// {
|
|
// gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
|
|
// gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
|
|
// gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
|
|
// gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
|
|
// }
|
|
// gGL.end();
|
|
// glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
// }
|
|
// gGL.popMatrix();
|
|
//}
|
|
|
|
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
|
|
|
|
// <FS:CR> Aurora Sim
|
|
if (!LLWorld::getInstance()->getAllowRenderWater())
|
|
{
|
|
LLPipeline::sUnderWaterRender = FALSE;
|
|
}
|
|
// </FS:CR> Aurora Sim
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
stop_glerror();
|
|
|
|
if (to_texture)
|
|
{
|
|
gGL.setColorMask(true, true);
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.mDeferredScreen.bindTarget();
|
|
glClearColor(1,0,1,1);
|
|
gPipeline.mDeferredScreen.clear();
|
|
}
|
|
else
|
|
{
|
|
gPipeline.mScreen.bindTarget();
|
|
if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
|
|
{
|
|
const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
|
|
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
|
|
}
|
|
gPipeline.mScreen.clear();
|
|
}
|
|
|
|
gGL.setColorMask(true, false);
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
|
|
|
|
if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
|
|
&& !gRestoreGL)
|
|
{
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
|
|
// <FS:Ansariel> gSavedSettings replacement
|
|
//if (gSavedSettings.getBOOL("RenderDepthPrePass") && LLGLSLShader::sNoFixedFunction)
|
|
static LLCachedControl<bool> renderDepthPrePass(gSavedSettings, "RenderDepthPrePass");
|
|
if (renderDepthPrePass && LLGLSLShader::sNoFixedFunction)
|
|
// </FS:Ansariel>
|
|
{
|
|
gGL.setColorMask(false, false);
|
|
|
|
static const U32 types[] = {
|
|
LLRenderPass::PASS_SIMPLE,
|
|
LLRenderPass::PASS_FULLBRIGHT,
|
|
LLRenderPass::PASS_SHINY
|
|
};
|
|
|
|
U32 num_types = LL_ARRAY_SIZE(types);
|
|
gOcclusionProgram.bind();
|
|
for (U32 i = 0; i < num_types; i++)
|
|
{
|
|
gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
|
|
}
|
|
|
|
gOcclusionProgram.unbind();
|
|
}
|
|
|
|
|
|
gGL.setColorMask(true, false);
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
|
|
}
|
|
else
|
|
{
|
|
gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
|
|
}
|
|
|
|
gGL.setColorMask(true, true);
|
|
|
|
//store this frame's modelview matrix for use
|
|
//when rendering next frame's occlusion queries
|
|
for (U32 i = 0; i < 16; i++)
|
|
{
|
|
gGLLastModelView[i] = gGLModelView[i];
|
|
gGLLastProjection[i] = gGLProjection[i];
|
|
}
|
|
stop_glerror();
|
|
}
|
|
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_TEXTURE_UNBIND);
|
|
for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++)
|
|
{ //dummy cleanup of any currently bound textures
|
|
if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE)
|
|
{
|
|
gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
|
|
gGL.getTexUnit(i)->disable();
|
|
}
|
|
}
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");
|
|
|
|
if (to_texture)
|
|
{
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.mDeferredScreen.flush();
|
|
if(LLRenderTarget::sUseFBO)
|
|
{
|
|
LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(),
|
|
gPipeline.mDeferredScreen.getHeight(), 0, 0,
|
|
gPipeline.mDeferredScreen.getWidth(),
|
|
gPipeline.mDeferredScreen.getHeight(),
|
|
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gPipeline.mScreen.flush();
|
|
if(LLRenderTarget::sUseFBO)
|
|
{
|
|
LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(),
|
|
gPipeline.mScreen.getHeight(), 0, 0,
|
|
gPipeline.mScreen.getWidth(),
|
|
gPipeline.mScreen.getHeight(),
|
|
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.renderDeferredLighting();
|
|
}
|
|
|
|
LLPipeline::sUnderWaterRender = FALSE;
|
|
|
|
{
|
|
//capture the frame buffer.
|
|
LLSceneMonitor::getInstance()->capture();
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
|
|
if (!for_snapshot)
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
|
|
render_ui();
|
|
swap();
|
|
}
|
|
|
|
|
|
LLSpatialGroup::sNoDelete = FALSE;
|
|
|
|
// < FS:ND>FIRE-9943; resizeScreenTexture will try to disable deferred mode in low memory situations.
|
|
// Depending on the state of the pipeline. this can trigger illegal deletion of drawables.
|
|
// To work around th at, resizeScreenTexture will just set a flag, which then later does trigger the change
|
|
// in shaders.
|
|
// RenderDeffered will be shut down here if needed.
|
|
gPipeline.disableDeferredOnLowMemory();
|
|
// </FS:ND>
|
|
|
|
gPipeline.clearReferences();
|
|
|
|
gPipeline.rebuildGroups();
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
|
|
|
|
stop_glerror();
|
|
|
|
if (LLPipeline::sRenderFrameTest)
|
|
{
|
|
send_agent_resume();
|
|
LLPipeline::sRenderFrameTest = FALSE;
|
|
}
|
|
|
|
display_stats();
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Done");
|
|
|
|
gShiftFrame = false;
|
|
|
|
if (gShaderProfileFrame)
|
|
{
|
|
gShaderProfileFrame = FALSE;
|
|
LLGLSLShader::finishProfile();
|
|
}
|
|
}
|
|
|
|
void render_hud_attachments()
|
|
{
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
|
|
glh::matrix4f current_proj = glh_get_current_projection();
|
|
glh::matrix4f current_mod = glh_get_current_modelview();
|
|
|
|
// clamp target zoom level to reasonable values
|
|
// gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
|
|
// [RLVa:KB] - Checked: 2010-08-22 (RLVa-1.2.1a) | Modified: RLVa-1.0.0c
|
|
gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, (!gRlvAttachmentLocks.hasLockedHUD()) ? 0.1f : 0.85f, 1.f);
|
|
// [/RLVa:KB]
|
|
|
|
// smoothly interpolate current zoom level
|
|
gAgentCamera.mHUDCurZoom = lerp(gAgentCamera.mHUDCurZoom, gAgentCamera.mHUDTargetZoom, LLSmoothInterpolation::getInterpolant(0.03f));
|
|
|
|
if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices())
|
|
{
|
|
LLPipeline::sRenderingHUDs = TRUE;
|
|
LLCamera hud_cam = *LLViewerCamera::getInstance();
|
|
hud_cam.setOrigin(-1.f,0,0);
|
|
hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1));
|
|
LLViewerCamera::updateFrustumPlanes(hud_cam, TRUE);
|
|
|
|
// <FS:Ansariel> gSavedSettings replacement
|
|
//bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && gSavedSettings.getBOOL("RenderHUDParticles");
|
|
static LLCachedControl<bool> renderHUDParticles(gSavedSettings, "RenderHUDParticles");
|
|
bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && renderHUDParticles;
|
|
// </FS:Ansariel>
|
|
|
|
//only render hud objects
|
|
gPipeline.pushRenderTypeMask();
|
|
|
|
// turn off everything
|
|
gPipeline.andRenderTypeMask(LLPipeline::END_RENDER_TYPES);
|
|
// turn on HUD
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
// turn on HUD particles
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
|
|
|
|
// if particles are off, turn off hud-particles as well
|
|
if (!render_particles)
|
|
{
|
|
// turn back off HUD particles
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
|
|
}
|
|
|
|
bool has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
|
|
if (has_ui)
|
|
{
|
|
gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI);
|
|
}
|
|
|
|
S32 use_occlusion = LLPipeline::sUseOcclusion;
|
|
LLPipeline::sUseOcclusion = 0;
|
|
|
|
//cull, sort, and render hud objects
|
|
static LLCullResult result;
|
|
LLSpatialGroup::sNoDelete = TRUE;
|
|
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
gPipeline.updateCull(hud_cam, result);
|
|
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_SHINY);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISIBLE);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY);
|
|
|
|
gPipeline.stateSort(hud_cam, result);
|
|
|
|
gPipeline.renderGeom(hud_cam);
|
|
|
|
LLSpatialGroup::sNoDelete = FALSE;
|
|
//gPipeline.clearReferences();
|
|
|
|
render_hud_elements();
|
|
|
|
//restore type mask
|
|
gPipeline.popRenderTypeMask();
|
|
|
|
if (has_ui)
|
|
{
|
|
gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI);
|
|
}
|
|
LLPipeline::sUseOcclusion = use_occlusion;
|
|
LLPipeline::sRenderingHUDs = FALSE;
|
|
}
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
glh_set_current_projection(current_proj);
|
|
glh_set_current_modelview(current_mod);
|
|
}
|
|
|
|
LLRect get_whole_screen_region()
|
|
{
|
|
LLRect whole_screen = gViewerWindow->getWorldViewRectScaled();
|
|
|
|
// apply camera zoom transform (for high res screenshots)
|
|
F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
|
|
S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
|
|
if (zoom_factor > 1.f)
|
|
{
|
|
S32 num_horizontal_tiles = llceil(zoom_factor);
|
|
S32 tile_width = ll_round((F32)gViewerWindow->getWorldViewWidthScaled() / zoom_factor);
|
|
S32 tile_height = ll_round((F32)gViewerWindow->getWorldViewHeightScaled() / zoom_factor);
|
|
int tile_y = sub_region / num_horizontal_tiles;
|
|
int tile_x = sub_region - (tile_y * num_horizontal_tiles);
|
|
|
|
whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWorldViewHeightScaled() - (tile_y * tile_height), tile_width, tile_height);
|
|
}
|
|
return whole_screen;
|
|
}
|
|
|
|
bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model)
|
|
{
|
|
if (isAgentAvatarValid() && gAgentAvatarp->hasHUDAttachment())
|
|
{
|
|
F32 zoom_level = gAgentCamera.mHUDCurZoom;
|
|
LLBBox hud_bbox = gAgentAvatarp->getHUDBBox();
|
|
|
|
F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
|
|
proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth);
|
|
proj.element(2,2) = -0.01f;
|
|
|
|
F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect();
|
|
|
|
glh::matrix4f mat;
|
|
F32 scale_x = (F32)gViewerWindow->getWorldViewWidthScaled() / (F32)screen_region.getWidth();
|
|
F32 scale_y = (F32)gViewerWindow->getWorldViewHeightScaled() / (F32)screen_region.getHeight();
|
|
mat.set_scale(glh::vec3f(scale_x, scale_y, 1.f));
|
|
mat.set_translate(
|
|
glh::vec3f(clamp_rescale((F32)(screen_region.getCenterX() - screen_region.mLeft), 0.f, (F32)gViewerWindow->getWorldViewWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio),
|
|
clamp_rescale((F32)(screen_region.getCenterY() - screen_region.mBottom), 0.f, (F32)gViewerWindow->getWorldViewHeightScaled(), 0.5f * scale_y, -0.5f * scale_y),
|
|
0.f));
|
|
proj *= mat;
|
|
|
|
glh::matrix4f tmp_model((GLfloat*) OGL_TO_CFR_ROTATION);
|
|
|
|
mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level));
|
|
mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f));
|
|
|
|
tmp_model *= mat;
|
|
model = tmp_model;
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model)
|
|
{
|
|
LLRect whole_screen = get_whole_screen_region();
|
|
return get_hud_matrices(whole_screen, proj, model);
|
|
}
|
|
|
|
bool setup_hud_matrices()
|
|
{
|
|
LLRect whole_screen = get_whole_screen_region();
|
|
return setup_hud_matrices(whole_screen);
|
|
}
|
|
|
|
bool setup_hud_matrices(const LLRect& screen_region)
|
|
{
|
|
glh::matrix4f proj, model;
|
|
bool result = get_hud_matrices(screen_region, proj, model);
|
|
if (!result) return result;
|
|
|
|
// set up transform to keep HUD objects in front of camera
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.loadMatrix(proj.m);
|
|
glh_set_current_projection(proj);
|
|
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(model.m);
|
|
glh_set_current_modelview(model);
|
|
return TRUE;
|
|
}
|
|
|
|
void render_ui(F32 zoom_factor, int subfield)
|
|
{
|
|
LLGLState::checkStates();
|
|
|
|
glh::matrix4f saved_view = glh_get_current_modelview();
|
|
|
|
if (!gSnapshot)
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(gGLLastModelView);
|
|
glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
|
|
}
|
|
|
|
if(LLSceneMonitor::getInstance()->needsUpdate())
|
|
{
|
|
gGL.pushMatrix();
|
|
gViewerWindow->setup2DRender();
|
|
LLSceneMonitor::getInstance()->compare();
|
|
gViewerWindow->setup3DRender();
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
{
|
|
BOOL to_texture = gPipeline.canUseVertexShaders() &&
|
|
LLPipeline::sRenderGlow;
|
|
|
|
if (to_texture)
|
|
{
|
|
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
|
|
}
|
|
|
|
render_hud_elements();
|
|
render_hud_attachments();
|
|
}
|
|
|
|
LLGLSDefault gls_default;
|
|
LLGLSUIDefault gls_ui;
|
|
{
|
|
gPipeline.disableLights();
|
|
}
|
|
|
|
{
|
|
gGL.color4f(1,1,1,1);
|
|
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
|
|
|
|
if (!gDisconnected)
|
|
{
|
|
render_ui_3d();
|
|
LLGLState::checkStates();
|
|
}
|
|
else
|
|
{
|
|
render_disconnected_background();
|
|
}
|
|
|
|
render_ui_2d();
|
|
LLGLState::checkStates();
|
|
}
|
|
gGL.flush();
|
|
|
|
{
|
|
gViewerWindow->setup2DRender();
|
|
gViewerWindow->updateDebugText();
|
|
gViewerWindow->drawDebugText();
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
}
|
|
|
|
if (!gSnapshot)
|
|
{
|
|
glh_set_current_modelview(saved_view);
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
|
|
static LLTrace::BlockTimerStatHandle FTM_SWAP("Swap");
|
|
|
|
void swap()
|
|
{
|
|
LL_RECORD_BLOCK_TIME(FTM_SWAP);
|
|
|
|
if (gDisplaySwapBuffers)
|
|
{
|
|
gViewerWindow->getWindow()->swapBuffers();
|
|
}
|
|
gDisplaySwapBuffers = TRUE;
|
|
}
|
|
|
|
void renderCoordinateAxes()
|
|
{
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.color3f(1.0f, 0.0f, 0.0f); // i direction = X-Axis = red
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(2.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(3.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(5.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(6.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(8.0f, 0.0f, 0.0f);
|
|
// Make an X
|
|
gGL.vertex3f(11.0f, 1.0f, 1.0f);
|
|
gGL.vertex3f(11.0f, -1.0f, -1.0f);
|
|
gGL.vertex3f(11.0f, 1.0f, -1.0f);
|
|
gGL.vertex3f(11.0f, -1.0f, 1.0f);
|
|
|
|
gGL.color3f(0.0f, 1.0f, 0.0f); // j direction = Y-Axis = green
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 2.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 3.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 5.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 6.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 8.0f, 0.0f);
|
|
// Make a Y
|
|
gGL.vertex3f(1.0f, 11.0f, 1.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, 0.0f);
|
|
gGL.vertex3f(-1.0f, 11.0f, 1.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, -1.0f);
|
|
|
|
gGL.color3f(0.0f, 0.0f, 1.0f); // Z-Axis = blue
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 2.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 3.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 5.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 6.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 8.0f);
|
|
// Make a Z
|
|
gGL.vertex3f(-1.0f, 1.0f, 11.0f);
|
|
gGL.vertex3f(1.0f, 1.0f, 11.0f);
|
|
gGL.vertex3f(1.0f, 1.0f, 11.0f);
|
|
gGL.vertex3f(-1.0f, -1.0f, 11.0f);
|
|
gGL.vertex3f(-1.0f, -1.0f, 11.0f);
|
|
gGL.vertex3f(1.0f, -1.0f, 11.0f);
|
|
gGL.end();
|
|
}
|
|
|
|
|
|
void draw_axes()
|
|
{
|
|
LLGLSUIDefault gls_ui;
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
// A vertical white line at origin
|
|
LLVector3 v = gAgent.getPositionAgent();
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.color3f(1.0f, 1.0f, 1.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 40.0f);
|
|
gGL.end();
|
|
// Some coordinate axes
|
|
gGL.pushMatrix();
|
|
gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
|
|
renderCoordinateAxes();
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
void render_ui_3d()
|
|
{
|
|
LLGLSPipeline gls_pipeline;
|
|
|
|
//////////////////////////////////////
|
|
//
|
|
// Render 3D UI elements
|
|
// NOTE: zbuffer is cleared before we get here by LLDrawPoolHUD,
|
|
// so 3d elements requiring Z buffer are moved to LLDrawPoolHUD
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//
|
|
// Render 2.5D elements (2D elements in the world)
|
|
// Stuff without z writes
|
|
//
|
|
|
|
// Debugging stuff goes before the UI.
|
|
|
|
stop_glerror();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
|
|
// Coordinate axes
|
|
// <FS:Ansariel> gSavedSettings replacement
|
|
//if (gSavedSettings.getBOOL("ShowAxes"))
|
|
static LLCachedControl<bool> showAxes(gSavedSettings, "ShowAxes");
|
|
if (showAxes)
|
|
// </FS:Ansariel>
|
|
{
|
|
draw_axes();
|
|
}
|
|
|
|
gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
|
|
stop_glerror();
|
|
}
|
|
|
|
void render_ui_2d()
|
|
{
|
|
LLGLSUIDefault gls_ui;
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//
|
|
// Render 2D UI elements that overlay the world (no z compare)
|
|
|
|
// Disable wireframe mode below here, as this is HUD/menus
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
// Menu overlays, HUD, etc
|
|
gViewerWindow->setup2DRender();
|
|
|
|
F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
|
|
S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
|
|
|
|
if (zoom_factor > 1.f)
|
|
{
|
|
//decompose subregion number to x and y values
|
|
int pos_y = sub_region / llceil(zoom_factor);
|
|
int pos_x = sub_region - (pos_y*llceil(zoom_factor));
|
|
// offset for this tile
|
|
LLFontGL::sCurOrigin.mX -= ll_round((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor);
|
|
LLFontGL::sCurOrigin.mY -= ll_round((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor);
|
|
}
|
|
|
|
stop_glerror();
|
|
//gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
|
|
|
// render outline for HUD
|
|
if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f)
|
|
{
|
|
gGL.pushMatrix();
|
|
S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
|
|
S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
|
|
gGL.scalef(LLUI::getScaleFactor().mV[0], LLUI::getScaleFactor().mV[1], 1.f);
|
|
gGL.translatef((F32)half_width, (F32)half_height, 0.f);
|
|
F32 zoom = gAgentCamera.mHUDCurZoom;
|
|
gGL.scalef(zoom,zoom,1.f);
|
|
gGL.color4fv(LLColor4::white.mV);
|
|
gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE);
|
|
gGL.popMatrix();
|
|
stop_glerror();
|
|
}
|
|
|
|
|
|
// <FS:Ansariel> gSavedSettings replacement
|
|
//if (gSavedSettings.getBOOL("RenderUIBuffer"))
|
|
static LLCachedControl<bool> renderUIBuffer(gSavedSettings, "RenderUIBuffer");
|
|
if (renderUIBuffer)
|
|
// </FS:Ansariel>
|
|
{
|
|
if (LLUI::sDirty)
|
|
{
|
|
LLUI::sDirty = FALSE;
|
|
LLRect t_rect;
|
|
|
|
gPipeline.mUIScreen.bindTarget();
|
|
gGL.setColorMask(true, true);
|
|
{
|
|
static const S32 pad = 8;
|
|
|
|
LLUI::sDirtyRect.mLeft -= pad;
|
|
LLUI::sDirtyRect.mRight += pad;
|
|
LLUI::sDirtyRect.mBottom -= pad;
|
|
LLUI::sDirtyRect.mTop += pad;
|
|
|
|
LLGLEnable scissor(GL_SCISSOR_TEST);
|
|
static LLRect last_rect = LLUI::sDirtyRect;
|
|
|
|
//union with last rect to avoid mouse poop
|
|
last_rect.unionWith(LLUI::sDirtyRect);
|
|
|
|
t_rect = LLUI::sDirtyRect;
|
|
LLUI::sDirtyRect = last_rect;
|
|
last_rect = t_rect;
|
|
|
|
last_rect.mLeft = LLRect::tCoordType(last_rect.mLeft / LLUI::getScaleFactor().mV[0]);
|
|
last_rect.mRight = LLRect::tCoordType(last_rect.mRight / LLUI::getScaleFactor().mV[0]);
|
|
last_rect.mTop = LLRect::tCoordType(last_rect.mTop / LLUI::getScaleFactor().mV[1]);
|
|
last_rect.mBottom = LLRect::tCoordType(last_rect.mBottom / LLUI::getScaleFactor().mV[1]);
|
|
|
|
LLRect clip_rect(last_rect);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
gViewerWindow->draw();
|
|
}
|
|
|
|
gPipeline.mUIScreen.flush();
|
|
gGL.setColorMask(true, false);
|
|
|
|
LLUI::sDirtyRect = t_rect;
|
|
}
|
|
|
|
LLGLDisable cull(GL_CULL_FACE);
|
|
LLGLDisable blend(GL_BLEND);
|
|
S32 width = gViewerWindow->getWindowWidthScaled();
|
|
S32 height = gViewerWindow->getWindowHeightScaled();
|
|
gGL.getTexUnit(0)->bind(&gPipeline.mUIScreen);
|
|
gGL.begin(LLRender::TRIANGLE_STRIP);
|
|
gGL.color4f(1,1,1,1);
|
|
gGL.texCoord2f(0, 0); gGL.vertex2i(0, 0);
|
|
gGL.texCoord2f(width, 0); gGL.vertex2i(width, 0);
|
|
gGL.texCoord2f(0, height); gGL.vertex2i(0, height);
|
|
gGL.texCoord2f(width, height); gGL.vertex2i(width, height);
|
|
gGL.end();
|
|
}
|
|
else
|
|
{
|
|
gViewerWindow->draw();
|
|
}
|
|
|
|
|
|
|
|
// reset current origin for font rendering, in case of tiling render
|
|
LLFontGL::sCurOrigin.set(0, 0);
|
|
}
|
|
|
|
void render_disconnected_background()
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
|
|
gGL.color4f(1,1,1,1);
|
|
if (!gDisconnectedImagep && gDisconnected)
|
|
{
|
|
LL_INFOS() << "Loading last bitmap..." << LL_ENDL;
|
|
|
|
std::string temp_str;
|
|
temp_str = gDirUtilp->getLindenUserDir() + gDirUtilp->getDirDelimiter() + SCREEN_LAST_FILENAME;
|
|
|
|
LLPointer<LLImageBMP> image_bmp = new LLImageBMP;
|
|
if( !image_bmp->load(temp_str) )
|
|
{
|
|
//LL_INFOS() << "Bitmap load failed" << LL_ENDL;
|
|
return;
|
|
}
|
|
|
|
LLPointer<LLImageRaw> raw = new LLImageRaw;
|
|
if (!image_bmp->decode(raw, 0.0f))
|
|
{
|
|
LL_INFOS() << "Bitmap decode failed" << LL_ENDL;
|
|
gDisconnectedImagep = NULL;
|
|
return;
|
|
}
|
|
|
|
U8 *rawp = raw->getData();
|
|
S32 npixels = (S32)image_bmp->getWidth()*(S32)image_bmp->getHeight();
|
|
for (S32 i = 0; i < npixels; i++)
|
|
{
|
|
S32 sum = 0;
|
|
sum = *rawp + *(rawp+1) + *(rawp+2);
|
|
sum /= 3;
|
|
*rawp = ((S32)sum*6 + *rawp)/7;
|
|
rawp++;
|
|
*rawp = ((S32)sum*6 + *rawp)/7;
|
|
rawp++;
|
|
*rawp = ((S32)sum*6 + *rawp)/7;
|
|
rawp++;
|
|
}
|
|
|
|
|
|
raw->expandToPowerOfTwo();
|
|
gDisconnectedImagep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE );
|
|
gStartTexture = gDisconnectedImagep;
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
}
|
|
|
|
// Make sure the progress view always fills the entire window.
|
|
S32 width = gViewerWindow->getWindowWidthScaled();
|
|
S32 height = gViewerWindow->getWindowHeightScaled();
|
|
|
|
if (gDisconnectedImagep)
|
|
{
|
|
LLGLSUIDefault gls_ui;
|
|
gViewerWindow->setup2DRender();
|
|
gGL.pushMatrix();
|
|
{
|
|
// scale ui to reflect UIScaleFactor
|
|
// this can't be done in setup2DRender because it requires a
|
|
// pushMatrix/popMatrix pair
|
|
const LLVector2& display_scale = gViewerWindow->getDisplayScale();
|
|
gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
|
|
|
|
gGL.getTexUnit(0)->bind(gDisconnectedImagep);
|
|
gGL.color4f(1.f, 1.f, 1.f, 1.f);
|
|
gl_rect_2d_simple_tex(width, height);
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
}
|
|
gGL.popMatrix();
|
|
}
|
|
gGL.flush();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.unbind();
|
|
}
|
|
|
|
}
|
|
|
|
void display_cleanup()
|
|
{
|
|
gDisconnectedImagep = NULL;
|
|
}
|
|
|