diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 21:25:21 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 22:40:26 +0300 |
commit | e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch) | |
tree | 1bb897489ce524986f6196201c10ac0d8861aa5f /indra/newview/llglsandbox.cpp | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
Diffstat (limited to 'indra/newview/llglsandbox.cpp')
-rw-r--r-- | indra/newview/llglsandbox.cpp | 2400 |
1 files changed, 1200 insertions, 1200 deletions
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 603d40423f..505d7b1dea 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -1,1200 +1,1200 @@ -/**
- * @file llglsandbox.cpp
- * @brief GL functionality access
- *
- * $LicenseInfo:firstyear=2003&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-/**
- * Contains ALL methods which directly access GL functionality
- * except for core rendering engine functionality.
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewercontrol.h"
-
-#include "llgl.h"
-#include "llrender.h"
-#include "llglheaders.h"
-#include "llparcel.h"
-#include "llui.h"
-
-#include "lldrawable.h"
-#include "lltextureentry.h"
-#include "llviewercamera.h"
-
-#include "llvoavatarself.h"
-#include "llsky.h"
-#include "llagent.h"
-#include "lltoolmgr.h"
-#include "llselectmgr.h"
-#include "llhudmanager.h"
-#include "llhudtext.h"
-#include "llrendersphere.h"
-#include "llviewerobjectlist.h"
-#include "lltoolselectrect.h"
-#include "llviewerwindow.h"
-#include "llsurface.h"
-#include "llwind.h"
-#include "llworld.h"
-#include "llviewerparcelmgr.h"
-#include "llviewerregion.h"
-#include "llpreviewtexture.h"
-#include "llresmgr.h"
-#include "pipeline.h"
-#include "llspatialpartition.h"
-#include "llviewershadermgr.h"
-
-#include <vector>
-
-// Height of the yellow selection highlight posts for land
-const F32 PARCEL_POST_HEIGHT = 0.666f;
-
-// Returns true if you got at least one object
-void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)
-{
- LLVector3 av_pos = gAgent.getPositionAgent();
- F32 select_dist_squared = gSavedSettings.getF32("MaxSelectDistance");
- select_dist_squared = select_dist_squared * select_dist_squared;
-
- bool deselect = (mask == MASK_CONTROL);
- S32 left = llmin(x, mDragStartX);
- S32 right = llmax(x, mDragStartX);
- S32 top = llmax(y, mDragStartY);
- S32 bottom =llmin(y, mDragStartY);
-
- left = ll_round((F32) left * LLUI::getScaleFactor().mV[VX]);
- right = ll_round((F32) right * LLUI::getScaleFactor().mV[VX]);
- top = ll_round((F32) top * LLUI::getScaleFactor().mV[VY]);
- bottom = ll_round((F32) bottom * LLUI::getScaleFactor().mV[VY]);
-
- F32 old_far_plane = LLViewerCamera::getInstance()->getFar();
- F32 old_near_plane = LLViewerCamera::getInstance()->getNear();
-
- S32 width = right - left + 1;
- S32 height = top - bottom + 1;
-
- bool grow_selection = false;
- bool shrink_selection = false;
-
- if (height > mDragLastHeight || width > mDragLastWidth)
- {
- grow_selection = true;
- }
- if (height < mDragLastHeight || width < mDragLastWidth)
- {
- shrink_selection = true;
- }
-
- if (!grow_selection && !shrink_selection)
- {
- // nothing to do
- return;
- }
-
- mDragLastHeight = height;
- mDragLastWidth = width;
-
- S32 center_x = (left + right) / 2;
- S32 center_y = (top + bottom) / 2;
-
- // save drawing mode
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
-
- bool limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance");
- if (limit_select_distance)
- {
- // ...select distance from control
- LLVector3 relative_av_pos = av_pos;
- relative_av_pos -= LLViewerCamera::getInstance()->getOrigin();
-
- F32 new_far = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() + gSavedSettings.getF32("MaxSelectDistance");
- F32 new_near = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() - gSavedSettings.getF32("MaxSelectDistance");
-
- new_near = llmax(new_near, 0.1f);
-
- LLViewerCamera::getInstance()->setFar(new_far);
- LLViewerCamera::getInstance()->setNear(new_near);
- }
- LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION,
- center_x-width/2, center_y-height/2, width, height,
- limit_select_distance);
-
- if (shrink_selection)
- {
- struct f : public LLSelectedObjectFunctor
- {
- virtual bool apply(LLViewerObject* vobjp)
- {
- LLDrawable* drawable = vobjp->mDrawable;
- if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment())
- {
- return true;
- }
- S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
- switch (result)
- {
- case 0:
- LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
- break;
- case 1:
- // check vertices
- if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
- {
- LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
- }
- break;
- default:
- break;
- }
- return true;
- }
- } func;
- LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func);
- }
-
- if (grow_selection)
- {
- std::vector<LLDrawable*> potentials;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->cull(*LLViewerCamera::getInstance(), &potentials, true);
- }
- }
- }
-
- for (std::vector<LLDrawable*>::iterator iter = potentials.begin();
- iter != potentials.end(); iter++)
- {
- LLDrawable* drawable = *iter;
- LLViewerObject* vobjp = drawable->getVObj();
-
- if (!drawable || !vobjp ||
- vobjp->getPCode() != LL_PCODE_VOLUME ||
- vobjp->isAttachment() ||
- (deselect && !vobjp->isSelected()))
- {
- continue;
- }
-
- if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared)
- {
- continue;
- }
-
- S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
- if (result)
- {
- switch (result)
- {
- case 1:
- // check vertices
- if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
- {
- LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
- }
- break;
- case 2:
- LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
- break;
- default:
- break;
- }
- }
- }
- }
-
- // restore drawing mode
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
-
- // restore camera
- LLViewerCamera::getInstance()->setFar(old_far_plane);
- LLViewerCamera::getInstance()->setNear(old_near_plane);
- gViewerWindow->setup3DRender();
-}
-
-const F32 WIND_RELATIVE_ALTITUDE = 25.f;
-
-void LLWind::renderVectors()
-{
- // Renders the wind as vectors (used for debug)
- S32 i,j;
- F32 x,y;
-
- F32 region_width_meters = LLWorld::getInstance()->getRegionWidthInMeters();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.pushMatrix();
- LLVector3 origin_agent;
- origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal);
- gGL.translatef(origin_agent.mV[VX], origin_agent.mV[VY], gAgent.getPositionAgent().mV[VZ] + WIND_RELATIVE_ALTITUDE);
- for (j = 0; j < mSize; j++)
- {
- for (i = 0; i < mSize; i++)
- {
- x = mVelX[i + j*mSize] * WIND_SCALE_HACK;
- y = mVelY[i + j*mSize] * WIND_SCALE_HACK;
- gGL.pushMatrix();
- gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0);
- gGL.color3f(0,1,0);
- gGL.begin(LLRender::POINTS);
- gGL.vertex3f(0,0,0);
- gGL.end();
- gGL.color3f(1,0,0);
- gGL.begin(LLRender::LINES);
- gGL.vertex3f(x * 0.1f, y * 0.1f ,0.f);
- gGL.vertex3f(x, y, 0.f);
- gGL.end();
- gGL.popMatrix();
- }
- }
- gGL.popMatrix();
-}
-
-
-
-
-// Used by lltoolselectland
-void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global,
- const LLVector3d &east_north_top_global )
-{
- LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
-
- LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global);
- F32 west = west_south_bottom_agent.mV[VX];
- F32 south = west_south_bottom_agent.mV[VY];
-// F32 bottom = west_south_bottom_agent.mV[VZ] - 1.f;
-
- LLVector3 east_north_top_agent = gAgent.getPosAgentFromGlobal(east_north_top_global);
- F32 east = east_north_top_agent.mV[VX];
- F32 north = east_north_top_agent.mV[VY];
-// F32 top = east_north_top_agent.mV[VZ] + 1.f;
-
- // HACK: At edge of last region of world, we need to make sure the region
- // resolves correctly so we can get a height value.
- const F32 FUDGE = 0.01f;
-
- F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) );
- F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) );
- F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) );
- F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) );
-
- F32 sw_top = sw_bottom + PARCEL_POST_HEIGHT;
- F32 se_top = se_bottom + PARCEL_POST_HEIGHT;
- F32 ne_top = ne_bottom + PARCEL_POST_HEIGHT;
- F32 nw_top = nw_bottom + PARCEL_POST_HEIGHT;
-
- LLUI::setLineWidth(2.f);
- gGL.color4f(1.f, 1.f, 0.f, 1.f);
-
- // Cheat and give this the same pick-name as land
- gGL.begin(LLRender::LINES);
-
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
-
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
-
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
-
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
-
- gGL.end();
-
- gGL.color4f(1.f, 1.f, 0.f, 0.2f);
- gGL.begin(LLRender::QUADS);
-
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, north, ne_bottom);
-
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(east, south, se_bottom);
-
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, south, sw_bottom);
-
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(west, north, nw_bottom);
-
- gGL.end();
-
- LLUI::setLineWidth(1.f);
-}
-
-/*
-void LLViewerParcelMgr::renderParcel(LLParcel* parcel )
-{
- S32 i;
- S32 count = parcel->getBoxCount();
- for (i = 0; i < count; i++)
- {
- const LLParcelBox& box = parcel->getBox(i);
-
- F32 west = box.mMin.mV[VX];
- F32 south = box.mMin.mV[VY];
-
- F32 east = box.mMax.mV[VX];
- F32 north = box.mMax.mV[VY];
-
- // HACK: At edge of last region of world, we need to make sure the region
- // resolves correctly so we can get a height value.
- const F32 FUDGE = 0.01f;
-
- F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) );
- F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) );
- F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) );
- F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) );
-
- // little hack to make nearby lines not Z-fight
- east -= 0.1f;
- north -= 0.1f;
-
- F32 sw_top = sw_bottom + POST_HEIGHT;
- F32 se_top = se_bottom + POST_HEIGHT;
- F32 ne_top = ne_bottom + POST_HEIGHT;
- F32 nw_top = nw_bottom + POST_HEIGHT;
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
-
- LLUI::setLineWidth(2.f);
- gGL.color4f(0.f, 1.f, 1.f, 1.f);
-
- // Cheat and give this the same pick-name as land
- gGL.begin(LLRender::LINES);
-
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
-
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
-
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
-
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
-
- gGL.end();
-
- gGL.color4f(0.f, 1.f, 1.f, 0.2f);
- gGL.begin(LLRender::QUADS);
-
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, north, ne_bottom);
-
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(east, south, se_bottom);
-
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, south, sw_bottom);
-
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(west, north, nw_bottom);
-
- gGL.end();
-
- LLUI::setLineWidth(1.f);
- }
-}
-*/
-
-
-// north = a wall going north/south. Need that info to set up texture
-// coordinates correctly.
-void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp)
-{
- // HACK: At edge of last region of world, we need to make sure the region
- // resolves correctly so we can get a height value.
- const F32 BORDER = REGION_WIDTH_METERS - 0.1f;
-
- F32 clamped_x1 = x1;
- F32 clamped_y1 = y1;
- F32 clamped_x2 = x2;
- F32 clamped_y2 = y2;
-
- if (clamped_x1 > BORDER) clamped_x1 = BORDER;
- if (clamped_y1 > BORDER) clamped_y1 = BORDER;
- if (clamped_x2 > BORDER) clamped_x2 = BORDER;
- if (clamped_y2 > BORDER) clamped_y2 = BORDER;
-
- F32 z;
- F32 z1;
- F32 z2;
-
- z1 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x1, clamped_y1, 0.f ) );
- z2 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x2, clamped_y2, 0.f ) );
-
- // Convert x1 and x2 from region-local to agent coords.
- LLVector3 origin = regionp->getOriginAgent();
- x1 += origin.mV[VX];
- x2 += origin.mV[VX];
- y1 += origin.mV[VY];
- y2 += origin.mV[VY];
-
- if (height < 1.f)
- {
- z = z1+height;
- gGL.vertex3f(x1, y1, z);
-
- gGL.vertex3f(x1, y1, z1);
-
- gGL.vertex3f(x2, y2, z2);
-
- z = z2+height;
- gGL.vertex3f(x2, y2, z);
- }
- else
- {
- F32 tex_coord1;
- F32 tex_coord2;
-
- if (WEST_MASK == direction)
- {
- tex_coord1 = y1;
- tex_coord2 = y2;
- }
- else if (SOUTH_MASK == direction)
- {
- tex_coord1 = x1;
- tex_coord2 = x2;
- }
- else if (EAST_MASK == direction)
- {
- tex_coord1 = y2;
- tex_coord2 = y1;
- }
- else /* (NORTH_MASK == direction) */
- {
- tex_coord1 = x2;
- tex_coord2 = x1;
- }
-
-
- gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f);
- gGL.vertex3f(x1, y1, z1);
-
- gGL.texCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f);
- gGL.vertex3f(x2, y2, z2);
-
- // top edge stairsteps
- z = llmax(z2+height, z1+height);
- gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f);
- gGL.vertex3f(x2, y2, z);
-
- gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f);
- gGL.vertex3f(x1, y1, z);
- }
-}
-
-
-void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegion* regionp)
-{
- S32 x, y;
- F32 x1, y1; // start point
- F32 x2, y2; // end point
- bool has_segments = false;
-
- LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
-
- gGL.color4f(1.f, 1.f, 0.f, 0.2f);
-
- const S32 STRIDE = (mParcelsPerEdge+1);
-
- // Cheat and give this the same pick-name as land
-
-
- for (y = 0; y < STRIDE; y++)
- {
- for (x = 0; x < STRIDE; x++)
- {
- U8 segment_mask = segments[x + y*STRIDE];
-
- if (segment_mask & SOUTH_MASK)
- {
- x1 = x * PARCEL_GRID_STEP_METERS;
- y1 = y * PARCEL_GRID_STEP_METERS;
-
- x2 = x1 + PARCEL_GRID_STEP_METERS;
- y2 = y1;
-
- if (!has_segments)
- {
- has_segments = true;
- gGL.begin(LLRender::QUADS);
- }
- renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, SOUTH_MASK, regionp);
- }
-
- if (segment_mask & WEST_MASK)
- {
- x1 = x * PARCEL_GRID_STEP_METERS;
- y1 = y * PARCEL_GRID_STEP_METERS;
-
- x2 = x1;
- y2 = y1 + PARCEL_GRID_STEP_METERS;
-
- if (!has_segments)
- {
- has_segments = true;
- gGL.begin(LLRender::QUADS);
- }
- renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp);
- }
- }
- }
-
- if (has_segments)
- {
- gGL.end();
- }
-}
-
-
-void LLViewerParcelMgr::renderCollisionSegments(U8* segments, bool use_pass, LLViewerRegion* regionp)
-{
-
- S32 x, y;
- F32 x1, y1; // start point
- F32 x2, y2; // end point
- F32 alpha = 0;
- F32 dist = 0;
- F32 dx, dy;
- F32 collision_height;
-
- const S32 STRIDE = (mParcelsPerEdge+1);
-
- LLVector3 pos = gAgent.getPositionAgent();
-
- F32 pos_x = pos.mV[VX];
- F32 pos_y = pos.mV[VY];
-
- LLGLSUIDefault gls_ui;
- LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- LLGLDisable cull(GL_CULL_FACE);
-
- if (mCollisionBanned == BA_BANNED ||
- regionp->getRegionFlag(REGION_FLAGS_BLOCK_FLYOVER))
- {
- collision_height = BAN_HEIGHT;
- }
- else
- {
- collision_height = PARCEL_HEIGHT;
- }
-
-
- if (use_pass && (mCollisionBanned == BA_NOT_ON_LIST))
- {
- gGL.getTexUnit(0)->bind(mPassImage);
- }
- else
- {
- gGL.getTexUnit(0)->bind(mBlockedImage);
- }
-
- gGL.begin(LLRender::QUADS);
-
- for (y = 0; y < STRIDE; y++)
- {
- for (x = 0; x < STRIDE; x++)
- {
- U8 segment_mask = segments[x + y*STRIDE];
- U8 direction;
- const F32 MAX_ALPHA = 0.95f;
- const S32 DIST_OFFSET = 5;
- const S32 MIN_DIST_SQ = DIST_OFFSET*DIST_OFFSET;
- const S32 MAX_DIST_SQ = 169;
-
- if (segment_mask & SOUTH_MASK)
- {
- x1 = x * PARCEL_GRID_STEP_METERS;
- y1 = y * PARCEL_GRID_STEP_METERS;
-
- x2 = x1 + PARCEL_GRID_STEP_METERS;
- y2 = y1;
-
- dy = (pos_y - y1) + DIST_OFFSET;
-
- if (pos_x < x1)
- dx = pos_x - x1;
- else if (pos_x > x2)
- dx = pos_x - x2;
- else
- dx = 0;
-
- dist = dx*dx+dy*dy;
-
- if (dist < MIN_DIST_SQ)
- alpha = MAX_ALPHA;
- else if (dist > MAX_DIST_SQ)
- alpha = 0.0f;
- else
- alpha = 30/dist;
-
- alpha = llclamp(alpha, 0.0f, MAX_ALPHA);
-
- gGL.color4f(1.f, 1.f, 1.f, alpha);
-
- if ((pos_y - y1) < 0) direction = SOUTH_MASK;
- else direction = NORTH_MASK;
-
- // avoid Z fighting
- renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp);
-
- }
-
- if (segment_mask & WEST_MASK)
- {
- x1 = x * PARCEL_GRID_STEP_METERS;
- y1 = y * PARCEL_GRID_STEP_METERS;
-
- x2 = x1;
- y2 = y1 + PARCEL_GRID_STEP_METERS;
-
- dx = (pos_x - x1) + DIST_OFFSET;
-
- if (pos_y < y1)
- dy = pos_y - y1;
- else if (pos_y > y2)
- dy = pos_y - y2;
- else
- dy = 0;
-
- dist = dx*dx+dy*dy;
-
- if (dist < MIN_DIST_SQ)
- alpha = MAX_ALPHA;
- else if (dist > MAX_DIST_SQ)
- alpha = 0.0f;
- else
- alpha = 30/dist;
-
- alpha = llclamp(alpha, 0.0f, MAX_ALPHA);
-
- gGL.color4f(1.f, 1.f, 1.f, alpha);
-
- if ((pos_x - x1) > 0) direction = WEST_MASK;
- else direction = EAST_MASK;
-
- // avoid Z fighting
- renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp);
-
- }
- }
- }
-
- gGL.end();
-}
-
-void LLViewerParcelMgr::resetCollisionTimer()
-{
- mCollisionTimer.reset();
- mRenderCollision = true;
-}
-
-void draw_line_cube(F32 width, const LLVector3& center)
-{
- width = 0.5f * width;
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width);
-
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width);
-
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
-}
-
-void draw_cross_lines(const LLVector3& center, F32 dx, F32 dy, F32 dz)
-{
- gGL.vertex3f(center.mV[VX] - dx, center.mV[VY], center.mV[VZ]);
- gGL.vertex3f(center.mV[VX] + dx, center.mV[VY], center.mV[VZ]);
- gGL.vertex3f(center.mV[VX], center.mV[VY] - dy, center.mV[VZ]);
- gGL.vertex3f(center.mV[VX], center.mV[VY] + dy, center.mV[VZ]);
- gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] - dz);
- gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] + dz);
-}
-
-void LLViewerObjectList::renderObjectBeacons()
-{
- if (mDebugBeacons.empty())
- {
- return;
- }
-
- LLGLSUIDefault gls_ui;
-
- gUIProgram.bind();
-
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- S32 last_line_width = -1;
- // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
-
- for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
- {
- const LLDebugBeacon &debug_beacon = *iter;
- LLColor4 color = debug_beacon.mColor;
- color.mV[3] *= 0.25f;
- S32 line_width = debug_beacon.mLineWidth;
- if (line_width != last_line_width)
- {
- gGL.flush();
- glLineWidth( (F32)line_width );
- last_line_width = line_width;
- }
-
- const LLVector3 &thisline = debug_beacon.mPositionAgent;
-
- gGL.begin(LLRender::LINES);
- gGL.color4fv(linearColor4(color).mV);
- draw_cross_lines(thisline, 2.0f, 2.0f, 50.f);
- draw_line_cube(0.10f, thisline);
-
- gGL.end();
- }
- }
-
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
-
- S32 last_line_width = -1;
- // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
-
- for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
- {
- const LLDebugBeacon &debug_beacon = *iter;
-
- S32 line_width = debug_beacon.mLineWidth;
- if (line_width != last_line_width)
- {
- gGL.flush();
- glLineWidth( (F32)line_width );
- last_line_width = line_width;
- }
-
- const LLVector3 &thisline = debug_beacon.mPositionAgent;
- gGL.begin(LLRender::LINES);
- gGL.color4fv(linearColor4(debug_beacon.mColor).mV);
- draw_cross_lines(thisline, 0.5f, 0.5f, 0.5f);
- draw_line_cube(0.10f, thisline);
-
- gGL.end();
- }
-
- gGL.flush();
- glLineWidth(1.f);
-
- for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
- {
- LLDebugBeacon &debug_beacon = *iter;
- if (debug_beacon.mString == "")
- {
- continue;
- }
- LLHUDText *hud_textp = (LLHUDText *)LLHUDObject::addHUDObject(LLHUDObject::LL_HUD_TEXT);
-
- hud_textp->setZCompare(false);
- LLColor4 color;
- color = debug_beacon.mTextColor;
- color.mV[3] *= 1.f;
-
- hud_textp->setString(debug_beacon.mString);
- hud_textp->setColor(color);
- hud_textp->setPositionAgent(debug_beacon.mPositionAgent);
- debug_beacon.mHUDObject = hud_textp;
- }
- }
-}
-
-void LLSky::renderSunMoonBeacons(const LLVector3& pos_agent, const LLVector3& direction, LLColor4 color)
-{
- LLGLSUIDefault gls_ui;
- gUIProgram.bind();
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLVector3 pos_end;
- for (S32 i = 0; i < 3; ++i)
- {
- pos_end.mV[i] = pos_agent.mV[i] + (50 * direction.mV[i]);
- }
- glLineWidth(LLPipeline::DebugBeaconLineWidth);
- gGL.begin(LLRender::LINES);
- color.mV[3] *= 0.5f;
- gGL.color4fv(color.mV);
- draw_cross_lines(pos_agent, 0.5f, 0.5f, 0.5f);
- draw_cross_lines(pos_end, 2.f, 2.f, 2.f);
- gGL.vertex3fv(pos_agent.mV);
- gGL.vertex3fv(pos_end.mV);
- gGL.end();
-
- gGL.flush();
- glLineWidth(1.f);
-
-}
-
-//-----------------------------------------------------------------------------
-// gpu_benchmark() helper classes
-//-----------------------------------------------------------------------------
-
-// This struct is used to ensure that once we call initProfile(), it will
-// definitely be matched by a corresponding call to finishProfile(). It's
-// a struct rather than a class simply because every member is public.
-struct ShaderProfileHelper
-{
- ShaderProfileHelper()
- {
- LLGLSLShader::initProfile();
- }
- ~ShaderProfileHelper()
- {
- LLGLSLShader::finishProfile(false);
- }
-};
-
-// This helper class is used to ensure that each generateTextures() call
-// is matched by a corresponding deleteTextures() call. It also handles
-// the bindManual() calls using those textures.
-class TextureHolder
-{
-public:
- TextureHolder(U32 unit, U32 size) :
- texUnit(gGL.getTexUnit(unit)),
- source(size) // preallocate vector
- {
- // takes (count, pointer)
- // &vector[0] gets pointer to contiguous array
- LLImageGL::generateTextures(source.size(), &source[0]);
- }
-
- ~TextureHolder()
- {
- // unbind
- if (texUnit)
- {
- texUnit->unbind(LLTexUnit::TT_TEXTURE);
- }
- // ensure that we delete these textures regardless of how we exit
- LLImageGL::deleteTextures(source.size(), &source[0]);
- }
-
- bool bind(U32 index)
- {
- if (texUnit) // should always be there with dummy (-1), but just in case
- {
- return texUnit->bindManual(LLTexUnit::TT_TEXTURE, source[index]);
- }
- return false;
- }
-
-private:
- // capture which LLTexUnit we're going to use
- LLTexUnit* texUnit;
-
- // use std::vector for implicit resource management
- std::vector<U32> source;
-};
-
-class ShaderBinder
-{
-public:
- ShaderBinder(LLGLSLShader& shader) :
- mShader(shader)
- {
- mShader.bind();
- }
- ~ShaderBinder()
- {
- mShader.unbind();
- }
-
-private:
- LLGLSLShader& mShader;
-};
-
-
-//-----------------------------------------------------------------------------
-// gpu_benchmark()
-// returns measured memory bandwidth of GPU in gigabytes per second
-//-----------------------------------------------------------------------------
-F32 gpu_benchmark()
-{
- if (gGLManager.mGLVersion < 3.3f)
- { // don't bother benchmarking venerable drivers which don't support accurate timing anyway
- return -1.f;
- }
-
- if (gBenchmarkProgram.mProgramObject == 0)
- {
- LLViewerShaderMgr::instance()->initAttribsAndUniforms();
-
- gBenchmarkProgram.mName = "Benchmark Shader";
- gBenchmarkProgram.mFeatures.attachNothing = true;
- gBenchmarkProgram.mShaderFiles.clear();
- gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER));
- gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER));
- gBenchmarkProgram.mShaderLevel = 1;
- if (!gBenchmarkProgram.createShader(NULL, NULL))
- {
- return -1.f;
- }
- }
-
- LLGLDisable blend(GL_BLEND);
-
- //measure memory bandwidth by:
- // - allocating a batch of textures and render targets
- // - rendering those textures to those render targets
- // - recording time taken
- // - taking the median time for a given number of samples
-
- //resolution of textures/render targets
- const U32 res = 1024;
-
- //number of textures
- const U32 count = 32;
-
- //number of samples to take
- const S32 samples = 64;
-
- //time limit, allocation operations shouldn't take longer then 30 seconds, same for actual benchmark.
- const F32 time_limit = 30;
-
- std::vector<LLRenderTarget> dest(count);
- TextureHolder texHolder(0, count);
- std::vector<F32> results;
-
- //build a random texture
- U8* pixels = new U8[res*res*4];
-
- for (U32 i = 0; i < res*res*4; ++i)
- {
- pixels[i] = (U8) ll_rand(255);
- }
-
- gGL.setColorMask(true, true);
- LLGLDepthTest depth(GL_FALSE);
-
- LLTimer alloc_timer;
- alloc_timer.start();
- for (U32 i = 0; i < count; ++i)
- {
- //allocate render targets and textures
- if (!dest[i].allocate(res, res, GL_RGBA))
- {
- LL_WARNS("Benchmark") << "Failed to allocate render target." << LL_ENDL;
- // abandon the benchmark test
- delete[] pixels;
- return -1.f;
- }
- dest[i].bindTarget();
- dest[i].clear();
- dest[i].flush();
-
- if (!texHolder.bind(i))
- {
- // can use a dummy value mDummyTexUnit = new LLTexUnit(-1);
- LL_WARNS("Benchmark") << "Failed to bind tex unit." << LL_ENDL;
- // abandon the benchmark test
- delete[] pixels;
- return -1.f;
- }
- LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RGBA, res,res,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- if (alloc_timer.getElapsedTimeF32() > time_limit)
- {
- // abandon the benchmark test
- LL_WARNS("Benchmark") << "Allocation operation took longer then 30 seconds, stopping." << LL_ENDL;
- delete[] pixels;
- return -1.f;
- }
- }
-
- delete [] pixels;
-
- //make a dummy triangle to draw with
- LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX);
-
- if (!buff->allocateBuffer(3, 0))
- {
- LL_WARNS("Benchmark") << "Failed to allocate buffer during benchmark." << LL_ENDL;
- // abandon the benchmark test
- return -1.f;
- }
-
- LLStrider<LLVector3> v;
-
- if (! buff->getVertexStrider(v))
- {
- LL_WARNS("Benchmark") << "GL LLVertexBuffer::getVertexStrider() returned false, "
- << "buff->getMappedData() is"
- << (buff->getMappedData()? " not" : "")
- << " NULL" << LL_ENDL;
- // abandon the benchmark test
- return -1.f;
- }
-
- // generate dummy triangle
- v[0].set(-1, 1, 0);
- v[1].set(-1, -3, 0);
- v[2].set(3, 1, 0);
-
- buff->unmapBuffer();
-
- LLGLSLShader::unbind();
-
- F32 time_passed = 0; // seconds
-
- { //run CPU timer benchmark
- glFinish();
- gBenchmarkProgram.bind();
- for (S32 c = -1; c < samples && time_passed < time_limit; ++c)
- {
- LLTimer timer;
- timer.start();
-
- for (U32 i = 0; i < count; ++i)
- {
- dest[i].bindTarget();
- texHolder.bind(i);
- buff->setBuffer();
- buff->drawArrays(LLRender::TRIANGLES, 0, 3);
- dest[i].flush();
- }
-
- //wait for current batch of copies to finish
- glFinish();
-
- F32 time = timer.getElapsedTimeF32();
- time_passed += time;
-
- if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow
- {
- //store result in gigabytes per second
- F32 gb = (F32)((F64)(res * res * 8 * count)) / (1000000000);
- F32 gbps = gb / time;
- results.push_back(gbps);
- }
- }
- gBenchmarkProgram.unbind();
- }
-
- std::sort(results.begin(), results.end());
-
- F32 gbps = results[results.size()/2];
-
- LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to CPU timers, " << (F32)results.size() << " tests took " << time_passed << " seconds" << LL_ENDL;
-
-#if LL_DARWIN
- if (gbps > 512.f)
- {
- LL_WARNS("Benchmark") << "Memory bandwidth is improbably high and likely incorrect; discarding result." << LL_ENDL;
- //OSX is probably lying, discard result
- return -1.f;
- }
-#endif
-
- // run GPU timer benchmark
- {
- ShaderProfileHelper initProfile;
- dest[0].bindTarget();
- gBenchmarkProgram.bind();
- for (S32 c = 0; c < samples; ++c)
- {
- for (U32 i = 0; i < count; ++i)
- {
- texHolder.bind(i);
- buff->setBuffer();
- buff->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
- }
- gBenchmarkProgram.unbind();
- dest[0].flush();
- }
-
- F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f;
- F32 seconds = ms/1000.f;
-
- F64 samples_drawn = gBenchmarkProgram.mSamplesDrawn;
- F32 samples_sec = (samples_drawn/1000000000.0)/seconds;
- gbps = samples_sec*4; // 4 bytes per sample
-
- LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL;
-
- return gbps;
-}
+/** + * @file llglsandbox.cpp + * @brief GL functionality access + * + * $LicenseInfo:firstyear=2003&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/** + * Contains ALL methods which directly access GL functionality + * except for core rendering engine functionality. + */ + +#include "llviewerprecompiledheaders.h" + +#include "llviewercontrol.h" + +#include "llgl.h" +#include "llrender.h" +#include "llglheaders.h" +#include "llparcel.h" +#include "llui.h" + +#include "lldrawable.h" +#include "lltextureentry.h" +#include "llviewercamera.h" + +#include "llvoavatarself.h" +#include "llsky.h" +#include "llagent.h" +#include "lltoolmgr.h" +#include "llselectmgr.h" +#include "llhudmanager.h" +#include "llhudtext.h" +#include "llrendersphere.h" +#include "llviewerobjectlist.h" +#include "lltoolselectrect.h" +#include "llviewerwindow.h" +#include "llsurface.h" +#include "llwind.h" +#include "llworld.h" +#include "llviewerparcelmgr.h" +#include "llviewerregion.h" +#include "llpreviewtexture.h" +#include "llresmgr.h" +#include "pipeline.h" +#include "llspatialpartition.h" +#include "llviewershadermgr.h" + +#include <vector> + +// Height of the yellow selection highlight posts for land +const F32 PARCEL_POST_HEIGHT = 0.666f; + +// Returns true if you got at least one object +void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) +{ + LLVector3 av_pos = gAgent.getPositionAgent(); + F32 select_dist_squared = gSavedSettings.getF32("MaxSelectDistance"); + select_dist_squared = select_dist_squared * select_dist_squared; + + bool deselect = (mask == MASK_CONTROL); + S32 left = llmin(x, mDragStartX); + S32 right = llmax(x, mDragStartX); + S32 top = llmax(y, mDragStartY); + S32 bottom =llmin(y, mDragStartY); + + left = ll_round((F32) left * LLUI::getScaleFactor().mV[VX]); + right = ll_round((F32) right * LLUI::getScaleFactor().mV[VX]); + top = ll_round((F32) top * LLUI::getScaleFactor().mV[VY]); + bottom = ll_round((F32) bottom * LLUI::getScaleFactor().mV[VY]); + + F32 old_far_plane = LLViewerCamera::getInstance()->getFar(); + F32 old_near_plane = LLViewerCamera::getInstance()->getNear(); + + S32 width = right - left + 1; + S32 height = top - bottom + 1; + + bool grow_selection = false; + bool shrink_selection = false; + + if (height > mDragLastHeight || width > mDragLastWidth) + { + grow_selection = true; + } + if (height < mDragLastHeight || width < mDragLastWidth) + { + shrink_selection = true; + } + + if (!grow_selection && !shrink_selection) + { + // nothing to do + return; + } + + mDragLastHeight = height; + mDragLastWidth = width; + + S32 center_x = (left + right) / 2; + S32 center_y = (top + bottom) / 2; + + // save drawing mode + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + + bool limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance"); + if (limit_select_distance) + { + // ...select distance from control + LLVector3 relative_av_pos = av_pos; + relative_av_pos -= LLViewerCamera::getInstance()->getOrigin(); + + F32 new_far = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() + gSavedSettings.getF32("MaxSelectDistance"); + F32 new_near = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() - gSavedSettings.getF32("MaxSelectDistance"); + + new_near = llmax(new_near, 0.1f); + + LLViewerCamera::getInstance()->setFar(new_far); + LLViewerCamera::getInstance()->setNear(new_near); + } + LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION, + center_x-width/2, center_y-height/2, width, height, + limit_select_distance); + + if (shrink_selection) + { + struct f : public LLSelectedObjectFunctor + { + virtual bool apply(LLViewerObject* vobjp) + { + LLDrawable* drawable = vobjp->mDrawable; + if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment()) + { + return true; + } + S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); + switch (result) + { + case 0: + LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp); + break; + case 1: + // check vertices + if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) + { + LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp); + } + break; + default: + break; + } + return true; + } + } func; + LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func); + } + + if (grow_selection) + { + std::vector<LLDrawable*> potentials; + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + part->cull(*LLViewerCamera::getInstance(), &potentials, true); + } + } + } + + for (std::vector<LLDrawable*>::iterator iter = potentials.begin(); + iter != potentials.end(); iter++) + { + LLDrawable* drawable = *iter; + LLViewerObject* vobjp = drawable->getVObj(); + + if (!drawable || !vobjp || + vobjp->getPCode() != LL_PCODE_VOLUME || + vobjp->isAttachment() || + (deselect && !vobjp->isSelected())) + { + continue; + } + + if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared) + { + continue; + } + + S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); + if (result) + { + switch (result) + { + case 1: + // check vertices + if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) + { + LLSelectMgr::getInstance()->highlightObjectOnly(vobjp); + } + break; + case 2: + LLSelectMgr::getInstance()->highlightObjectOnly(vobjp); + break; + default: + break; + } + } + } + } + + // restore drawing mode + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + + // restore camera + LLViewerCamera::getInstance()->setFar(old_far_plane); + LLViewerCamera::getInstance()->setNear(old_near_plane); + gViewerWindow->setup3DRender(); +} + +const F32 WIND_RELATIVE_ALTITUDE = 25.f; + +void LLWind::renderVectors() +{ + // Renders the wind as vectors (used for debug) + S32 i,j; + F32 x,y; + + F32 region_width_meters = LLWorld::getInstance()->getRegionWidthInMeters(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.pushMatrix(); + LLVector3 origin_agent; + origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal); + gGL.translatef(origin_agent.mV[VX], origin_agent.mV[VY], gAgent.getPositionAgent().mV[VZ] + WIND_RELATIVE_ALTITUDE); + for (j = 0; j < mSize; j++) + { + for (i = 0; i < mSize; i++) + { + x = mVelX[i + j*mSize] * WIND_SCALE_HACK; + y = mVelY[i + j*mSize] * WIND_SCALE_HACK; + gGL.pushMatrix(); + gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0); + gGL.color3f(0,1,0); + gGL.begin(LLRender::POINTS); + gGL.vertex3f(0,0,0); + gGL.end(); + gGL.color3f(1,0,0); + gGL.begin(LLRender::LINES); + gGL.vertex3f(x * 0.1f, y * 0.1f ,0.f); + gGL.vertex3f(x, y, 0.f); + gGL.end(); + gGL.popMatrix(); + } + } + gGL.popMatrix(); +} + + + + +// Used by lltoolselectland +void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global, + const LLVector3d &east_north_top_global ) +{ + LLGLSUIDefault gls_ui; + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global); + F32 west = west_south_bottom_agent.mV[VX]; + F32 south = west_south_bottom_agent.mV[VY]; +// F32 bottom = west_south_bottom_agent.mV[VZ] - 1.f; + + LLVector3 east_north_top_agent = gAgent.getPosAgentFromGlobal(east_north_top_global); + F32 east = east_north_top_agent.mV[VX]; + F32 north = east_north_top_agent.mV[VY]; +// F32 top = east_north_top_agent.mV[VZ] + 1.f; + + // HACK: At edge of last region of world, we need to make sure the region + // resolves correctly so we can get a height value. + const F32 FUDGE = 0.01f; + + F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); + F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); + F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); + F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); + + F32 sw_top = sw_bottom + PARCEL_POST_HEIGHT; + F32 se_top = se_bottom + PARCEL_POST_HEIGHT; + F32 ne_top = ne_bottom + PARCEL_POST_HEIGHT; + F32 nw_top = nw_bottom + PARCEL_POST_HEIGHT; + + LLUI::setLineWidth(2.f); + gGL.color4f(1.f, 1.f, 0.f, 1.f); + + // Cheat and give this the same pick-name as land + gGL.begin(LLRender::LINES); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + + gGL.end(); + + gGL.color4f(1.f, 1.f, 0.f, 0.2f); + gGL.begin(LLRender::QUADS); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, north, ne_bottom); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(east, south, se_bottom); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, south, sw_bottom); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(west, north, nw_bottom); + + gGL.end(); + + LLUI::setLineWidth(1.f); +} + +/* +void LLViewerParcelMgr::renderParcel(LLParcel* parcel ) +{ + S32 i; + S32 count = parcel->getBoxCount(); + for (i = 0; i < count; i++) + { + const LLParcelBox& box = parcel->getBox(i); + + F32 west = box.mMin.mV[VX]; + F32 south = box.mMin.mV[VY]; + + F32 east = box.mMax.mV[VX]; + F32 north = box.mMax.mV[VY]; + + // HACK: At edge of last region of world, we need to make sure the region + // resolves correctly so we can get a height value. + const F32 FUDGE = 0.01f; + + F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); + F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); + F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); + F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); + + // little hack to make nearby lines not Z-fight + east -= 0.1f; + north -= 0.1f; + + F32 sw_top = sw_bottom + POST_HEIGHT; + F32 se_top = se_bottom + POST_HEIGHT; + F32 ne_top = ne_bottom + POST_HEIGHT; + F32 nw_top = nw_bottom + POST_HEIGHT; + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + LLUI::setLineWidth(2.f); + gGL.color4f(0.f, 1.f, 1.f, 1.f); + + // Cheat and give this the same pick-name as land + gGL.begin(LLRender::LINES); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + + gGL.end(); + + gGL.color4f(0.f, 1.f, 1.f, 0.2f); + gGL.begin(LLRender::QUADS); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, north, ne_bottom); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(east, south, se_bottom); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, south, sw_bottom); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(west, north, nw_bottom); + + gGL.end(); + + LLUI::setLineWidth(1.f); + } +} +*/ + + +// north = a wall going north/south. Need that info to set up texture +// coordinates correctly. +void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp) +{ + // HACK: At edge of last region of world, we need to make sure the region + // resolves correctly so we can get a height value. + const F32 BORDER = REGION_WIDTH_METERS - 0.1f; + + F32 clamped_x1 = x1; + F32 clamped_y1 = y1; + F32 clamped_x2 = x2; + F32 clamped_y2 = y2; + + if (clamped_x1 > BORDER) clamped_x1 = BORDER; + if (clamped_y1 > BORDER) clamped_y1 = BORDER; + if (clamped_x2 > BORDER) clamped_x2 = BORDER; + if (clamped_y2 > BORDER) clamped_y2 = BORDER; + + F32 z; + F32 z1; + F32 z2; + + z1 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x1, clamped_y1, 0.f ) ); + z2 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x2, clamped_y2, 0.f ) ); + + // Convert x1 and x2 from region-local to agent coords. + LLVector3 origin = regionp->getOriginAgent(); + x1 += origin.mV[VX]; + x2 += origin.mV[VX]; + y1 += origin.mV[VY]; + y2 += origin.mV[VY]; + + if (height < 1.f) + { + z = z1+height; + gGL.vertex3f(x1, y1, z); + + gGL.vertex3f(x1, y1, z1); + + gGL.vertex3f(x2, y2, z2); + + z = z2+height; + gGL.vertex3f(x2, y2, z); + } + else + { + F32 tex_coord1; + F32 tex_coord2; + + if (WEST_MASK == direction) + { + tex_coord1 = y1; + tex_coord2 = y2; + } + else if (SOUTH_MASK == direction) + { + tex_coord1 = x1; + tex_coord2 = x2; + } + else if (EAST_MASK == direction) + { + tex_coord1 = y2; + tex_coord2 = y1; + } + else /* (NORTH_MASK == direction) */ + { + tex_coord1 = x2; + tex_coord2 = x1; + } + + + gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f); + gGL.vertex3f(x1, y1, z1); + + gGL.texCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f); + gGL.vertex3f(x2, y2, z2); + + // top edge stairsteps + z = llmax(z2+height, z1+height); + gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f); + gGL.vertex3f(x2, y2, z); + + gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f); + gGL.vertex3f(x1, y1, z); + } +} + + +void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegion* regionp) +{ + S32 x, y; + F32 x1, y1; // start point + F32 x2, y2; // end point + bool has_segments = false; + + LLGLSUIDefault gls_ui; + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + gGL.color4f(1.f, 1.f, 0.f, 0.2f); + + const S32 STRIDE = (mParcelsPerEdge+1); + + // Cheat and give this the same pick-name as land + + + for (y = 0; y < STRIDE; y++) + { + for (x = 0; x < STRIDE; x++) + { + U8 segment_mask = segments[x + y*STRIDE]; + + if (segment_mask & SOUTH_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1 + PARCEL_GRID_STEP_METERS; + y2 = y1; + + if (!has_segments) + { + has_segments = true; + gGL.begin(LLRender::QUADS); + } + renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, SOUTH_MASK, regionp); + } + + if (segment_mask & WEST_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1; + y2 = y1 + PARCEL_GRID_STEP_METERS; + + if (!has_segments) + { + has_segments = true; + gGL.begin(LLRender::QUADS); + } + renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp); + } + } + } + + if (has_segments) + { + gGL.end(); + } +} + + +void LLViewerParcelMgr::renderCollisionSegments(U8* segments, bool use_pass, LLViewerRegion* regionp) +{ + + S32 x, y; + F32 x1, y1; // start point + F32 x2, y2; // end point + F32 alpha = 0; + F32 dist = 0; + F32 dx, dy; + F32 collision_height; + + const S32 STRIDE = (mParcelsPerEdge+1); + + LLVector3 pos = gAgent.getPositionAgent(); + + F32 pos_x = pos.mV[VX]; + F32 pos_y = pos.mV[VY]; + + LLGLSUIDefault gls_ui; + LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + if (mCollisionBanned == BA_BANNED || + regionp->getRegionFlag(REGION_FLAGS_BLOCK_FLYOVER)) + { + collision_height = BAN_HEIGHT; + } + else + { + collision_height = PARCEL_HEIGHT; + } + + + if (use_pass && (mCollisionBanned == BA_NOT_ON_LIST)) + { + gGL.getTexUnit(0)->bind(mPassImage); + } + else + { + gGL.getTexUnit(0)->bind(mBlockedImage); + } + + gGL.begin(LLRender::QUADS); + + for (y = 0; y < STRIDE; y++) + { + for (x = 0; x < STRIDE; x++) + { + U8 segment_mask = segments[x + y*STRIDE]; + U8 direction; + const F32 MAX_ALPHA = 0.95f; + const S32 DIST_OFFSET = 5; + const S32 MIN_DIST_SQ = DIST_OFFSET*DIST_OFFSET; + const S32 MAX_DIST_SQ = 169; + + if (segment_mask & SOUTH_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1 + PARCEL_GRID_STEP_METERS; + y2 = y1; + + dy = (pos_y - y1) + DIST_OFFSET; + + if (pos_x < x1) + dx = pos_x - x1; + else if (pos_x > x2) + dx = pos_x - x2; + else + dx = 0; + + dist = dx*dx+dy*dy; + + if (dist < MIN_DIST_SQ) + alpha = MAX_ALPHA; + else if (dist > MAX_DIST_SQ) + alpha = 0.0f; + else + alpha = 30/dist; + + alpha = llclamp(alpha, 0.0f, MAX_ALPHA); + + gGL.color4f(1.f, 1.f, 1.f, alpha); + + if ((pos_y - y1) < 0) direction = SOUTH_MASK; + else direction = NORTH_MASK; + + // avoid Z fighting + renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); + + } + + if (segment_mask & WEST_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1; + y2 = y1 + PARCEL_GRID_STEP_METERS; + + dx = (pos_x - x1) + DIST_OFFSET; + + if (pos_y < y1) + dy = pos_y - y1; + else if (pos_y > y2) + dy = pos_y - y2; + else + dy = 0; + + dist = dx*dx+dy*dy; + + if (dist < MIN_DIST_SQ) + alpha = MAX_ALPHA; + else if (dist > MAX_DIST_SQ) + alpha = 0.0f; + else + alpha = 30/dist; + + alpha = llclamp(alpha, 0.0f, MAX_ALPHA); + + gGL.color4f(1.f, 1.f, 1.f, alpha); + + if ((pos_x - x1) > 0) direction = WEST_MASK; + else direction = EAST_MASK; + + // avoid Z fighting + renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); + + } + } + } + + gGL.end(); +} + +void LLViewerParcelMgr::resetCollisionTimer() +{ + mCollisionTimer.reset(); + mRenderCollision = true; +} + +void draw_line_cube(F32 width, const LLVector3& center) +{ + width = 0.5f * width; + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); + + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); + + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); +} + +void draw_cross_lines(const LLVector3& center, F32 dx, F32 dy, F32 dz) +{ + gGL.vertex3f(center.mV[VX] - dx, center.mV[VY], center.mV[VZ]); + gGL.vertex3f(center.mV[VX] + dx, center.mV[VY], center.mV[VZ]); + gGL.vertex3f(center.mV[VX], center.mV[VY] - dy, center.mV[VZ]); + gGL.vertex3f(center.mV[VX], center.mV[VY] + dy, center.mV[VZ]); + gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] - dz); + gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] + dz); +} + +void LLViewerObjectList::renderObjectBeacons() +{ + if (mDebugBeacons.empty()) + { + return; + } + + LLGLSUIDefault gls_ui; + + gUIProgram.bind(); + + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + S32 last_line_width = -1; + // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) + + for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) + { + const LLDebugBeacon &debug_beacon = *iter; + LLColor4 color = debug_beacon.mColor; + color.mV[3] *= 0.25f; + S32 line_width = debug_beacon.mLineWidth; + if (line_width != last_line_width) + { + gGL.flush(); + glLineWidth( (F32)line_width ); + last_line_width = line_width; + } + + const LLVector3 &thisline = debug_beacon.mPositionAgent; + + gGL.begin(LLRender::LINES); + gGL.color4fv(linearColor4(color).mV); + draw_cross_lines(thisline, 2.0f, 2.0f, 50.f); + draw_line_cube(0.10f, thisline); + + gGL.end(); + } + } + + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + S32 last_line_width = -1; + // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) + + for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) + { + const LLDebugBeacon &debug_beacon = *iter; + + S32 line_width = debug_beacon.mLineWidth; + if (line_width != last_line_width) + { + gGL.flush(); + glLineWidth( (F32)line_width ); + last_line_width = line_width; + } + + const LLVector3 &thisline = debug_beacon.mPositionAgent; + gGL.begin(LLRender::LINES); + gGL.color4fv(linearColor4(debug_beacon.mColor).mV); + draw_cross_lines(thisline, 0.5f, 0.5f, 0.5f); + draw_line_cube(0.10f, thisline); + + gGL.end(); + } + + gGL.flush(); + glLineWidth(1.f); + + for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) + { + LLDebugBeacon &debug_beacon = *iter; + if (debug_beacon.mString == "") + { + continue; + } + LLHUDText *hud_textp = (LLHUDText *)LLHUDObject::addHUDObject(LLHUDObject::LL_HUD_TEXT); + + hud_textp->setZCompare(false); + LLColor4 color; + color = debug_beacon.mTextColor; + color.mV[3] *= 1.f; + + hud_textp->setString(debug_beacon.mString); + hud_textp->setColor(color); + hud_textp->setPositionAgent(debug_beacon.mPositionAgent); + debug_beacon.mHUDObject = hud_textp; + } + } +} + +void LLSky::renderSunMoonBeacons(const LLVector3& pos_agent, const LLVector3& direction, LLColor4 color) +{ + LLGLSUIDefault gls_ui; + gUIProgram.bind(); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + LLVector3 pos_end; + for (S32 i = 0; i < 3; ++i) + { + pos_end.mV[i] = pos_agent.mV[i] + (50 * direction.mV[i]); + } + glLineWidth(LLPipeline::DebugBeaconLineWidth); + gGL.begin(LLRender::LINES); + color.mV[3] *= 0.5f; + gGL.color4fv(color.mV); + draw_cross_lines(pos_agent, 0.5f, 0.5f, 0.5f); + draw_cross_lines(pos_end, 2.f, 2.f, 2.f); + gGL.vertex3fv(pos_agent.mV); + gGL.vertex3fv(pos_end.mV); + gGL.end(); + + gGL.flush(); + glLineWidth(1.f); + +} + +//----------------------------------------------------------------------------- +// gpu_benchmark() helper classes +//----------------------------------------------------------------------------- + +// This struct is used to ensure that once we call initProfile(), it will +// definitely be matched by a corresponding call to finishProfile(). It's +// a struct rather than a class simply because every member is public. +struct ShaderProfileHelper +{ + ShaderProfileHelper() + { + LLGLSLShader::initProfile(); + } + ~ShaderProfileHelper() + { + LLGLSLShader::finishProfile(false); + } +}; + +// This helper class is used to ensure that each generateTextures() call +// is matched by a corresponding deleteTextures() call. It also handles +// the bindManual() calls using those textures. +class TextureHolder +{ +public: + TextureHolder(U32 unit, U32 size) : + texUnit(gGL.getTexUnit(unit)), + source(size) // preallocate vector + { + // takes (count, pointer) + // &vector[0] gets pointer to contiguous array + LLImageGL::generateTextures(source.size(), &source[0]); + } + + ~TextureHolder() + { + // unbind + if (texUnit) + { + texUnit->unbind(LLTexUnit::TT_TEXTURE); + } + // ensure that we delete these textures regardless of how we exit + LLImageGL::deleteTextures(source.size(), &source[0]); + } + + bool bind(U32 index) + { + if (texUnit) // should always be there with dummy (-1), but just in case + { + return texUnit->bindManual(LLTexUnit::TT_TEXTURE, source[index]); + } + return false; + } + +private: + // capture which LLTexUnit we're going to use + LLTexUnit* texUnit; + + // use std::vector for implicit resource management + std::vector<U32> source; +}; + +class ShaderBinder +{ +public: + ShaderBinder(LLGLSLShader& shader) : + mShader(shader) + { + mShader.bind(); + } + ~ShaderBinder() + { + mShader.unbind(); + } + +private: + LLGLSLShader& mShader; +}; + + +//----------------------------------------------------------------------------- +// gpu_benchmark() +// returns measured memory bandwidth of GPU in gigabytes per second +//----------------------------------------------------------------------------- +F32 gpu_benchmark() +{ + if (gGLManager.mGLVersion < 3.3f) + { // don't bother benchmarking venerable drivers which don't support accurate timing anyway + return -1.f; + } + + if (gBenchmarkProgram.mProgramObject == 0) + { + LLViewerShaderMgr::instance()->initAttribsAndUniforms(); + + gBenchmarkProgram.mName = "Benchmark Shader"; + gBenchmarkProgram.mFeatures.attachNothing = true; + gBenchmarkProgram.mShaderFiles.clear(); + gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); + gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); + gBenchmarkProgram.mShaderLevel = 1; + if (!gBenchmarkProgram.createShader(NULL, NULL)) + { + return -1.f; + } + } + + LLGLDisable blend(GL_BLEND); + + //measure memory bandwidth by: + // - allocating a batch of textures and render targets + // - rendering those textures to those render targets + // - recording time taken + // - taking the median time for a given number of samples + + //resolution of textures/render targets + const U32 res = 1024; + + //number of textures + const U32 count = 32; + + //number of samples to take + const S32 samples = 64; + + //time limit, allocation operations shouldn't take longer then 30 seconds, same for actual benchmark. + const F32 time_limit = 30; + + std::vector<LLRenderTarget> dest(count); + TextureHolder texHolder(0, count); + std::vector<F32> results; + + //build a random texture + U8* pixels = new U8[res*res*4]; + + for (U32 i = 0; i < res*res*4; ++i) + { + pixels[i] = (U8) ll_rand(255); + } + + gGL.setColorMask(true, true); + LLGLDepthTest depth(GL_FALSE); + + LLTimer alloc_timer; + alloc_timer.start(); + for (U32 i = 0; i < count; ++i) + { + //allocate render targets and textures + if (!dest[i].allocate(res, res, GL_RGBA)) + { + LL_WARNS("Benchmark") << "Failed to allocate render target." << LL_ENDL; + // abandon the benchmark test + delete[] pixels; + return -1.f; + } + dest[i].bindTarget(); + dest[i].clear(); + dest[i].flush(); + + if (!texHolder.bind(i)) + { + // can use a dummy value mDummyTexUnit = new LLTexUnit(-1); + LL_WARNS("Benchmark") << "Failed to bind tex unit." << LL_ENDL; + // abandon the benchmark test + delete[] pixels; + return -1.f; + } + LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RGBA, res,res,GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + if (alloc_timer.getElapsedTimeF32() > time_limit) + { + // abandon the benchmark test + LL_WARNS("Benchmark") << "Allocation operation took longer then 30 seconds, stopping." << LL_ENDL; + delete[] pixels; + return -1.f; + } + } + + delete [] pixels; + + //make a dummy triangle to draw with + LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); + + if (!buff->allocateBuffer(3, 0)) + { + LL_WARNS("Benchmark") << "Failed to allocate buffer during benchmark." << LL_ENDL; + // abandon the benchmark test + return -1.f; + } + + LLStrider<LLVector3> v; + + if (! buff->getVertexStrider(v)) + { + LL_WARNS("Benchmark") << "GL LLVertexBuffer::getVertexStrider() returned false, " + << "buff->getMappedData() is" + << (buff->getMappedData()? " not" : "") + << " NULL" << LL_ENDL; + // abandon the benchmark test + return -1.f; + } + + // generate dummy triangle + v[0].set(-1, 1, 0); + v[1].set(-1, -3, 0); + v[2].set(3, 1, 0); + + buff->unmapBuffer(); + + LLGLSLShader::unbind(); + + F32 time_passed = 0; // seconds + + { //run CPU timer benchmark + glFinish(); + gBenchmarkProgram.bind(); + for (S32 c = -1; c < samples && time_passed < time_limit; ++c) + { + LLTimer timer; + timer.start(); + + for (U32 i = 0; i < count; ++i) + { + dest[i].bindTarget(); + texHolder.bind(i); + buff->setBuffer(); + buff->drawArrays(LLRender::TRIANGLES, 0, 3); + dest[i].flush(); + } + + //wait for current batch of copies to finish + glFinish(); + + F32 time = timer.getElapsedTimeF32(); + time_passed += time; + + if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow + { + //store result in gigabytes per second + F32 gb = (F32)((F64)(res * res * 8 * count)) / (1000000000); + F32 gbps = gb / time; + results.push_back(gbps); + } + } + gBenchmarkProgram.unbind(); + } + + std::sort(results.begin(), results.end()); + + F32 gbps = results[results.size()/2]; + + LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to CPU timers, " << (F32)results.size() << " tests took " << time_passed << " seconds" << LL_ENDL; + +#if LL_DARWIN + if (gbps > 512.f) + { + LL_WARNS("Benchmark") << "Memory bandwidth is improbably high and likely incorrect; discarding result." << LL_ENDL; + //OSX is probably lying, discard result + return -1.f; + } +#endif + + // run GPU timer benchmark + { + ShaderProfileHelper initProfile; + dest[0].bindTarget(); + gBenchmarkProgram.bind(); + for (S32 c = 0; c < samples; ++c) + { + for (U32 i = 0; i < count; ++i) + { + texHolder.bind(i); + buff->setBuffer(); + buff->drawArrays(LLRender::TRIANGLES, 0, 3); + } + } + gBenchmarkProgram.unbind(); + dest[0].flush(); + } + + F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f; + F32 seconds = ms/1000.f; + + F64 samples_drawn = gBenchmarkProgram.mSamplesDrawn; + F32 samples_sec = (samples_drawn/1000000000.0)/seconds; + gbps = samples_sec*4; // 4 bytes per sample + + LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL; + + return gbps; +} |