diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
---|---|---|
committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
commit | 1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch) | |
tree | ab243607f74f78200787bba5b9b88f07ef1b966f /indra/newview/llglsandbox.cpp | |
parent | 6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff) | |
parent | e1623bb276f83a43ce7a197e388720c05bdefe61 (diff) |
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
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 d58fb4e39b..603d40423f 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;
+}
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