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-rw-r--r--indra/newview/llviewerdisplay.cpp3470
1 files changed, 1735 insertions, 1735 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 4fbc0c8cff..b67d99a501 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -1,1735 +1,1735 @@
-/**
- * @file llviewerdisplay.cpp
- * @brief LLViewerDisplay class implementation
- *
- * $LicenseInfo:firstyear=2004&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerdisplay.h"
-
-#include "llgl.h"
-#include "llrender.h"
-#include "llglheaders.h"
-#include "llgltfmateriallist.h"
-#include "llagent.h"
-#include "llagentcamera.h"
-#include "llviewercontrol.h"
-#include "llcoord.h"
-#include "llcriticaldamp.h"
-#include "lldir.h"
-#include "lldynamictexture.h"
-#include "lldrawpoolalpha.h"
-#include "llfeaturemanager.h"
-//#include "llfirstuse.h"
-#include "llhudmanager.h"
-#include "llimagepng.h"
-#include "llmemory.h"
-#include "llselectmgr.h"
-#include "llsky.h"
-#include "llstartup.h"
-#include "lltoolfocus.h"
-#include "lltoolmgr.h"
-#include "lltooldraganddrop.h"
-#include "lltoolpie.h"
-#include "lltracker.h"
-#include "lltrans.h"
-#include "llui.h"
-#include "llviewercamera.h"
-#include "llviewerobjectlist.h"
-#include "llviewerparcelmgr.h"
-#include "llviewerwindow.h"
-#include "llvoavatarself.h"
-#include "llvograss.h"
-#include "llworld.h"
-#include "pipeline.h"
-#include "llspatialpartition.h"
-#include "llappviewer.h"
-#include "llstartup.h"
-#include "llviewershadermgr.h"
-#include "llfasttimer.h"
-#include "llfloatertools.h"
-#include "llviewertexturelist.h"
-#include "llfocusmgr.h"
-#include "llcubemap.h"
-#include "llviewerregion.h"
-#include "lldrawpoolwater.h"
-#include "lldrawpoolbump.h"
-#include "llpostprocess.h"
-#include "llscenemonitor.h"
-
-#include "llenvironment.h"
-#include "llperfstats.h"
-
-extern LLPointer<LLViewerTexture> gStartTexture;
-extern bool gShiftFrame;
-
-LLPointer<LLViewerTexture> gDisconnectedImagep = NULL;
-
-// used to toggle renderer back on after teleport
-bool gTeleportDisplay = false;
-LLFrameTimer gTeleportDisplayTimer;
-LLFrameTimer gTeleportArrivalTimer;
-const F32 RESTORE_GL_TIME = 5.f; // Wait this long while reloading textures before we raise the curtain
-
-bool gForceRenderLandFence = false;
-bool gDisplaySwapBuffers = false;
-bool gDepthDirty = false;
-bool gResizeScreenTexture = false;
-bool gResizeShadowTexture = false;
-bool gWindowResized = false;
-bool gSnapshot = false;
-bool gCubeSnapshot = false;
-bool gSnapshotNoPost = false;
-bool gShaderProfileFrame = false;
-
-// This is how long the sim will try to teleport you before giving up.
-const F32 TELEPORT_EXPIRY = 15.0f;
-// Additional time (in seconds) to wait per attachment
-const F32 TELEPORT_EXPIRY_PER_ATTACHMENT = 3.f;
-
-U32 gRecentFrameCount = 0; // number of 'recent' frames
-LLFrameTimer gRecentFPSTime;
-LLFrameTimer gRecentMemoryTime;
-LLFrameTimer gAssetStorageLogTime;
-
-// Rendering stuff
-void pre_show_depth_buffer();
-void post_show_depth_buffer();
-void render_ui(F32 zoom_factor = 1.f, int subfield = 0);
-void swap();
-void render_hud_attachments();
-void render_ui_3d();
-void render_ui_2d();
-void render_disconnected_background();
-
-void display_startup()
-{
- if ( !gViewerWindow
- || !gViewerWindow->getActive()
- || !gViewerWindow->getWindow()->getVisible()
- || gViewerWindow->getWindow()->getMinimized()
- || gNonInteractive)
- {
- return;
- }
-
- gPipeline.updateGL();
-
- // Written as branch to appease GCC which doesn't like different
- // pointer types across ternary ops
- //
- if (!LLViewerFetchedTexture::sWhiteImagep.isNull())
- {
- LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
- }
-
- LLGLSDefault gls_default;
-
- // Required for HTML update in login screen
- static S32 frame_count = 0;
-
- LLGLState::checkStates();
-
- if (frame_count++ > 1) // make sure we have rendered a frame first
- {
- LLViewerDynamicTexture::updateAllInstances();
- }
- else
- {
- LL_DEBUGS("Window") << "First display_startup frame" << LL_ENDL;
- }
-
- LLGLState::checkStates();
-
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);
- LLGLSUIDefault gls_ui;
- gPipeline.disableLights();
-
- if (gViewerWindow)
- gViewerWindow->setup2DRender();
- if (gViewerWindow)
- gViewerWindow->draw();
- gGL.flush();
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
-
- if (gViewerWindow && gViewerWindow->getWindow())
- gViewerWindow->getWindow()->swapBuffers();
-
- glClear(GL_DEPTH_BUFFER_BIT);
-}
-
-void display_update_camera()
-{
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Camera");
- // TODO: cut draw distance down if customizing avatar?
- // TODO: cut draw distance on per-parcel basis?
-
- // Cut draw distance in half when customizing avatar,
- // but on the viewer only.
- F32 final_far = gAgentCamera.mDrawDistance;
- if (gCubeSnapshot)
- {
- final_far = gSavedSettings.getF32("RenderReflectionProbeDrawDistance");
- }
- else if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgentCamera.getCameraMode())
-
- {
- final_far *= 0.5f;
- }
- LLViewerCamera::getInstance()->setFar(final_far);
- gViewerWindow->setup3DRender();
-
- if (!gCubeSnapshot)
- {
- // Update land visibility too
- LLWorld::getInstance()->setLandFarClip(final_far);
- }
-}
-
-// Write some stats to LL_INFOS()
-void display_stats()
-{
- LL_PROFILE_ZONE_SCOPED
- const F32 FPS_LOG_FREQUENCY = 10.f;
- if (gRecentFPSTime.getElapsedTimeF32() >= FPS_LOG_FREQUENCY)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - FPS");
- F32 fps = gRecentFrameCount / FPS_LOG_FREQUENCY;
- LL_INFOS() << llformat("FPS: %.02f", fps) << LL_ENDL;
- gRecentFrameCount = 0;
- gRecentFPSTime.reset();
- }
- F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
- if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - Memory");
- gMemoryAllocated = U64Bytes(LLMemory::getCurrentRSS());
- U32Megabytes memory = gMemoryAllocated;
- LL_INFOS() << "MEMORY: " << memory << LL_ENDL;
- LLMemory::logMemoryInfo(true) ;
- gRecentMemoryTime.reset();
- }
- const F32 ASSET_STORAGE_LOG_FREQUENCY = 60.f;
- if (gAssetStorageLogTime.getElapsedTimeF32() >= ASSET_STORAGE_LOG_FREQUENCY)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - Asset Storage");
- gAssetStorageLogTime.reset();
- gAssetStorage->logAssetStorageInfo();
- }
-}
-
-static void update_tp_display(bool minimized)
-{
- static LLCachedControl<F32> teleport_arrival_delay(gSavedSettings, "TeleportArrivalDelay");
- static LLCachedControl<F32> teleport_local_delay(gSavedSettings, "TeleportLocalDelay");
-
- S32 attach_count = 0;
- if (isAgentAvatarValid())
- {
- attach_count = gAgentAvatarp->getAttachmentCount();
- }
- F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
- F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
- F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
- if (gAgent.getTeleportState() != LLAgent::TELEPORT_START && teleport_percent > 100.f)
- {
- // Give up. Don't keep the UI locked forever.
- LL_WARNS("Teleport") << "Giving up on teleport. elapsed time " << teleport_elapsed << " exceeds max time " << teleport_save_time << LL_ENDL;
- gAgent.setTeleportState(LLAgent::TELEPORT_NONE);
- gAgent.setTeleportMessage(std::string());
- }
-
- // Make sure the TP progress panel gets hidden in case the viewer window
- // is minimized *during* a TP. HB
- if (minimized)
- {
- gViewerWindow->setShowProgress(false);
- }
-
- const std::string& message = gAgent.getTeleportMessage();
- switch (gAgent.getTeleportState())
- {
- case LLAgent::TELEPORT_PENDING:
- {
- gTeleportDisplayTimer.reset();
- const std::string& msg = LLAgent::sTeleportProgressMessages["pending"];
- if (!minimized)
- {
- gViewerWindow->setShowProgress(true);
- gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
- gViewerWindow->setProgressString(msg);
- }
- gAgent.setTeleportMessage(msg);
- break;
- }
-
- case LLAgent::TELEPORT_START:
- {
- // Transition to REQUESTED. Viewer has sent some kind
- // of TeleportRequest to the source simulator
- gTeleportDisplayTimer.reset();
- const std::string& msg = LLAgent::sTeleportProgressMessages["requesting"];
- LL_INFOS("Teleport") << "A teleport request has been sent, setting state to TELEPORT_REQUESTED" << LL_ENDL;
- gAgent.setTeleportState(LLAgent::TELEPORT_REQUESTED);
- gAgent.setTeleportMessage(msg);
- if (!minimized)
- {
- gViewerWindow->setShowProgress(true);
- gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
- gViewerWindow->setProgressString(msg);
- gViewerWindow->setProgressMessage(gAgent.mMOTD);
- }
- break;
- }
-
- case LLAgent::TELEPORT_REQUESTED:
- // Waiting for source simulator to respond
- if (!minimized)
- {
- gViewerWindow->setProgressPercent(llmin(teleport_percent, 37.5f));
- gViewerWindow->setProgressString(message);
- }
- break;
-
- case LLAgent::TELEPORT_MOVING:
- // Viewer has received destination location from source simulator
- if (!minimized)
- {
- gViewerWindow->setProgressPercent(llmin(teleport_percent, 75.f));
- gViewerWindow->setProgressString(message);
- }
- break;
-
- case LLAgent::TELEPORT_START_ARRIVAL:
- // Transition to ARRIVING. Viewer has received avatar update, etc.,
- // from destination simulator
- gTeleportArrivalTimer.reset();
- LL_INFOS("Teleport") << "Changing state to TELEPORT_ARRIVING" << LL_ENDL;
- gAgent.setTeleportState(LLAgent::TELEPORT_ARRIVING);
- gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["arriving"]);
- gAgent.sheduleTeleportIM();
- gTextureList.mForceResetTextureStats = true;
- gAgentCamera.resetView(true, true);
- if (!minimized)
- {
- gViewerWindow->setProgressCancelButtonVisible(false, LLTrans::getString("Cancel"));
- gViewerWindow->setProgressPercent(75.f);
- }
- break;
-
- case LLAgent::TELEPORT_ARRIVING:
- // Make the user wait while content "pre-caches"
- {
- F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / teleport_arrival_delay());
- if (arrival_fraction > 1.f)
- {
- arrival_fraction = 1.f;
- //LLFirstUse::useTeleport();
- LL_INFOS("Teleport") << "arrival_fraction is " << arrival_fraction << " changing state to TELEPORT_NONE" << LL_ENDL;
- gAgent.setTeleportState(LLAgent::TELEPORT_NONE);
- }
- if (!minimized)
- {
- gViewerWindow->setProgressCancelButtonVisible(false, LLTrans::getString("Cancel"));
- gViewerWindow->setProgressPercent(arrival_fraction * 25.f + 75.f);
- gViewerWindow->setProgressString(message);
- }
- break;
- }
-
- case LLAgent::TELEPORT_LOCAL:
- // Short delay when teleporting in the same sim (progress screen active but not shown - did not
- // fall-through from TELEPORT_START)
- {
- if (gTeleportDisplayTimer.getElapsedTimeF32() > teleport_local_delay())
- {
- //LLFirstUse::useTeleport();
- LL_INFOS("Teleport") << "State is local and gTeleportDisplayTimer " << gTeleportDisplayTimer.getElapsedTimeF32()
- << " exceeds teleport_local_delete " << teleport_local_delay
- << "; setting state to TELEPORT_NONE"
- << LL_ENDL;
- gAgent.setTeleportState(LLAgent::TELEPORT_NONE);
- }
- break;
- }
-
- case LLAgent::TELEPORT_NONE:
- // No teleport in progress
- gViewerWindow->setShowProgress(false);
- gTeleportDisplay = false;
- }
-}
-
-// Paint the display!
-void display(bool rebuild, F32 zoom_factor, int subfield, bool for_snapshot)
-{
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Render");
-
- LLPerfStats::RecordSceneTime T (LLPerfStats::StatType_t::RENDER_DISPLAY); // render time capture - This is the main stat for overall rendering.
-
- if (gWindowResized)
- { //skip render on frames where window has been resized
- LL_DEBUGS("Window") << "Resizing window" << LL_ENDL;
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Resize Window");
- gGL.flush();
- glClear(GL_COLOR_BUFFER_BIT);
- gViewerWindow->getWindow()->swapBuffers();
- LLPipeline::refreshCachedSettings();
- gPipeline.resizeScreenTexture();
- gResizeScreenTexture = false;
- gWindowResized = false;
- return;
- }
-
- if (gResizeShadowTexture)
- { //skip render on frames where window has been resized
- gPipeline.resizeShadowTexture();
- gResizeShadowTexture = false;
- }
-
- gSnapshot = for_snapshot;
-
- if (LLPipeline::sRenderDeferred)
- { //hack to make sky show up in deferred snapshots
- for_snapshot = false;
- }
-
- LLGLSDefault gls_default;
- LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
-
- gPipeline.disableLights();
-
- // Don't draw if the window is hidden or minimized.
- // In fact, must explicitly check the minimized state before drawing.
- // Attempting to draw into a minimized window causes a GL error. JC
- if ( !gViewerWindow->getActive()
- || !gViewerWindow->getWindow()->getVisible()
- || gViewerWindow->getWindow()->getMinimized()
- || gNonInteractive)
- {
- // Clean up memory the pools may have allocated
- if (rebuild)
- {
- stop_glerror();
- gPipeline.rebuildPools();
- stop_glerror();
- }
-
- stop_glerror();
- gViewerWindow->returnEmptyPicks();
- stop_glerror();
-
- // We still need to update the teleport progress (to get changes done
- // in TP states, else the sim does not get the messages signaling the
- // agent's arrival). This fixes BUG-230616. HB
- if (gTeleportDisplay)
- {
- // true = minimized, do not show/update the TP screen. HB
- update_tp_display(true);
- }
- return;
- }
-
- gViewerWindow->checkSettings();
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Picking");
- gViewerWindow->performPick();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
- LLGLState::checkStates();
-
- //////////////////////////////////////////////////////////
- //
- // Logic for forcing window updates if we're in drone mode.
- //
-
- // *TODO: Investigate running display() during gHeadlessClient. See if this early exit is needed DK 2011-02-18
- if (gHeadlessClient)
- {
-#if LL_WINDOWS
- static F32 last_update_time = 0.f;
- if ((gFrameTimeSeconds - last_update_time) > 1.f)
- {
- InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, false);
- last_update_time = gFrameTimeSeconds;
- }
-#elif LL_DARWIN
- // MBW -- Do something clever here.
-#endif
- // Not actually rendering, don't bother.
- return;
- }
-
-
- //
- // Bail out if we're in the startup state and don't want to try to
- // render the world.
- //
- if (LLStartUp::getStartupState() < STATE_PRECACHE)
- {
- LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
- display_startup();
- return;
- }
-
-
- if (gShaderProfileFrame)
- {
- LLGLSLShader::initProfile();
- }
-
- //LLGLState::verify(false);
-
- /////////////////////////////////////////////////
- //
- // Update GL Texture statistics (used for discard logic?)
- //
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
- stop_glerror();
-
- LLImageGL::updateStats(gFrameTimeSeconds);
-
- LLVOAvatar::sRenderName = gSavedSettings.getS32("AvatarNameTagMode");
- LLVOAvatar::sRenderGroupTitles = (gSavedSettings.getBOOL("NameTagShowGroupTitles") && gSavedSettings.getS32("AvatarNameTagMode"));
-
- gPipeline.mBackfaceCull = true;
- gFrameCount++;
- gRecentFrameCount++;
- if (gFocusMgr.getAppHasFocus())
- {
- gForegroundFrameCount++;
- }
-
- //////////////////////////////////////////////////////////
- //
- // Display start screen if we're teleporting, and skip render
- //
-
- if (gTeleportDisplay)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Teleport Display");
- LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
- // Note: false = not minimized, do update the TP screen. HB
- update_tp_display(false);
- }
- else if(LLAppViewer::instance()->logoutRequestSent())
- {
- LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
- F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
- if (percent_done > 100.f)
- {
- percent_done = 100.f;
- }
-
- if( LLApp::isExiting() )
- {
- percent_done = 100.f;
- }
-
- gViewerWindow->setProgressPercent( percent_done );
- gViewerWindow->setProgressMessage(std::string());
- }
- else
- if (gRestoreGL)
- {
- LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
- F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
- if( percent_done > 100.f )
- {
- gViewerWindow->setShowProgress(false);
- gRestoreGL = false;
- }
- else
- {
-
- if( LLApp::isExiting() )
- {
- percent_done = 100.f;
- }
-
- gViewerWindow->setProgressPercent( percent_done );
- }
- gViewerWindow->setProgressMessage(std::string());
- }
-
- //////////////////////////
- //
- // Prepare for the next frame
- //
-
- /////////////////////////////
- //
- // Update the camera
- //
- //
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
- if (LLViewerCamera::instanceExists())
- {
- LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
- LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);
- }
-
- //////////////////////////
- //
- // clear the next buffer
- // (must follow dynamic texture writing since that uses the frame buffer)
- //
-
- if (gDisconnected)
- {
- LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
- render_ui();
- swap();
- }
-
- //////////////////////////
- //
- // Set rendering options
- //
- //
- LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
- stop_glerror();
-
- ///////////////////////////////////////
- //
- // Slam lighting parameters back to our defaults.
- // Note that these are not the same as GL defaults...
-
- stop_glerror();
- gGL.setAmbientLightColor(LLColor4::white);
- stop_glerror();
-
- /////////////////////////////////////
- //
- // Render
- //
- // Actually push all of our triangles to the screen.
- //
-
- // do render-to-texture stuff here
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
- {
- LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Dynamic Textures");
- if (LLViewerDynamicTexture::updateAllInstances())
- {
- gGL.setColorMask(true, true);
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- }
-
- gViewerWindow->setup3DViewport();
-
- gPipeline.resetFrameStats(); // Reset per-frame statistics.
-
- if (!gDisconnected)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 1");
- LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- { //don't draw hud objects in this frame
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
- { //don't draw hud particles in this frame
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
- }
-
- stop_glerror();
- display_update_camera();
- stop_glerror();
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Env Update");
- // update all the sky/atmospheric/water settings
- LLEnvironment::instance().update(LLViewerCamera::getInstance());
- }
-
- // *TODO: merge these two methods
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("HUD Update");
- LLHUDManager::getInstance()->updateEffects();
- LLHUDObject::updateAll();
- stop_glerror();
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Geom");
- const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds.value(); // 50 ms/second update time
- gPipeline.createObjects(max_geom_update_time);
- gPipeline.processPartitionQ();
- gPipeline.updateGeom(max_geom_update_time);
- stop_glerror();
- }
-
- gPipeline.updateGL();
-
- stop_glerror();
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
-
- //Increment drawable frame counter
- LLDrawable::incrementVisible();
-
- LLSpatialGroup::sNoDelete = true;
- LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
-
- S32 occlusion = LLPipeline::sUseOcclusion;
- if (gDepthDirty)
- { //depth buffer is invalid, don't overwrite occlusion state
- LLPipeline::sUseOcclusion = llmin(occlusion, 1);
- }
- gDepthDirty = false;
-
- LLGLState::checkStates();
-
- static LLCullResult result;
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
- gPipeline.updateCull(*LLViewerCamera::getInstance(), result);
- stop_glerror();
-
- LLGLState::checkStates();
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 2")
- if (gResizeScreenTexture)
- {
- gPipeline.resizeScreenTexture();
- gResizeScreenTexture = false;
- }
-
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
-
- LLGLState::checkStates();
-
- if (!for_snapshot)
- {
- if (gFrameCount > 1 && !for_snapshot)
- { //for some reason, ATI 4800 series will error out if you
- //try to generate a shadow before the first frame is through
- gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
- }
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
-
- glh::matrix4f proj = get_current_projection();
- glh::matrix4f mod = get_current_modelview();
- glViewport(0,0,512,512);
-
- LLVOAvatar::updateImpostors();
-
- set_current_projection(proj);
- set_current_modelview(mod);
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadMatrix(proj.m);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(mod.m);
- gViewerWindow->setup3DViewport();
-
- LLGLState::checkStates();
- }
- glClear(GL_DEPTH_BUFFER_BIT);
- }
-
- //////////////////////////////////////
- //
- // Update images, using the image stats generated during object update/culling
- //
- // Can put objects onto the retextured list.
- //
- // Doing this here gives hardware occlusion queries extra time to complete
- LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
-
- {
- LL_PROFILE_ZONE_NAMED("Update Images");
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Class");
- LLViewerTexture::updateClass();
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Image Update Bump");
- gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("List");
- F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds.value(); // 50 ms/second decode time
- max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
- gTextureList.updateImages(max_image_decode_time);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("GLTF Materials Cleanup");
- //remove dead gltf materials
- gGLTFMaterialList.flushMaterials();
- }
- }
-
- LLGLState::checkStates();
-
- ///////////////////////////////////
- //
- // StateSort
- //
- // Responsible for taking visible objects, and adding them to the appropriate draw orders.
- // In the case of alpha objects, z-sorts them first.
- // Also creates special lists for outlines and selected face rendering.
- //
- LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 4")
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
- stop_glerror();
-
- if (rebuild)
- {
- //////////////////////////////////////
- //
- // rebuildPools
- //
- //
- gPipeline.rebuildPools();
- stop_glerror();
- }
- }
-
- LLSceneMonitor::getInstance()->fetchQueryResult();
-
- LLGLState::checkStates();
-
- LLPipeline::sUseOcclusion = occlusion;
-
- {
- LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
- LL_PROFILE_ZONE_NAMED_CATEGORY_ENVIRONMENT("update sky"); //LL_RECORD_BLOCK_TIME(FTM_UPDATE_SKY);
- gSky.updateSky();
- }
-
- if(gUseWireframe)
- {
- glClearColor(0.5f, 0.5f, 0.5f, 0.f);
- glClear(GL_COLOR_BUFFER_BIT);
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
-
- //// render frontmost floater opaque for occlusion culling purposes
- //LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
- //// assumes frontmost floater with focus is opaque
- //if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
- //{
- // gGL.matrixMode(LLRender::MM_MODELVIEW);
- // gGL.pushMatrix();
- // {
- // gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- // glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- // gGL.loadIdentity();
-
- // LLRect floater_rect = frontmost_floaterp->calcScreenRect();
- // // deflate by one pixel so rounding errors don't occlude outside of floater extents
- // floater_rect.stretch(-1);
- // LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(),
- // (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
- // (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
- // (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
- // floater_3d_rect.translate(-0.5f, -0.5f);
- // gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
- // gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
- // gGL.color4fv(LLColor4::white.mV);
- // gGL.begin(LLVertexBuffer::QUADS);
- // {
- // gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
- // gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
- // gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
- // gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
- // }
- // gGL.end();
- // glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- // }
- // gGL.popMatrix();
- //}
-
- LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
-
- LLGLState::checkStates();
-
- stop_glerror();
-
- gGL.setColorMask(true, true);
-
- if (LLPipeline::sRenderDeferred)
- {
- gPipeline.mRT->deferredScreen.bindTarget();
- if (gUseWireframe)
- {
- F32 g = 0.5f;
- glClearColor(g, g, g, 1.f);
- }
- else
- {
- glClearColor(1, 0, 1, 1);
- }
- gPipeline.mRT->deferredScreen.clear();
- }
- else
- {
- gPipeline.mRT->screen.bindTarget();
- if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
- {
- const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
- glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
- }
- gPipeline.mRT->screen.clear();
- }
-
- gGL.setColorMask(true, false);
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
-
- if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
- && !gRestoreGL)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 5")
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-
- if (gSavedSettings.getBOOL("RenderDepthPrePass"))
- {
- gGL.setColorMask(false, false);
-
- static const U32 types[] = {
- LLRenderPass::PASS_SIMPLE,
- LLRenderPass::PASS_FULLBRIGHT,
- LLRenderPass::PASS_SHINY
- };
-
- U32 num_types = LL_ARRAY_SIZE(types);
- gOcclusionProgram.bind();
- for (U32 i = 0; i < num_types; i++)
- {
- gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, false);
- }
-
- gOcclusionProgram.unbind();
-
- }
-
- gGL.setColorMask(true, true);
- gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance(), true);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Texture Unbind");
- for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++)
- { //dummy cleanup of any currently bound textures
- if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE)
- {
- gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
- gGL.getTexUnit(i)->disable();
- }
- }
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");
-
- LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen);
- rt.flush();
-
- if (LLPipeline::sRenderDeferred)
- {
- gPipeline.renderDeferredLighting();
- }
-
- LLPipeline::sUnderWaterRender = false;
-
- {
- //capture the frame buffer.
- LLSceneMonitor::getInstance()->capture();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
- if (!for_snapshot)
- {
- render_ui();
- swap();
- }
-
-
- LLSpatialGroup::sNoDelete = false;
- gPipeline.clearReferences();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
-
- stop_glerror();
-
- display_stats();
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:Done");
-
- gShiftFrame = false;
-
- if (gShaderProfileFrame)
- {
- gShaderProfileFrame = false;
- LLGLSLShader::finishProfile();
- }
-}
-
-// WIP simplified copy of display() that does minimal work
-void display_cube_face()
-{
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Render Cube Face");
- LL_PROFILE_GPU_ZONE("display cube face");
-
- llassert(!gSnapshot);
- llassert(!gTeleportDisplay);
- llassert(LLStartUp::getStartupState() >= STATE_PRECACHE);
- llassert(!LLAppViewer::instance()->logoutRequestSent());
- llassert(!gRestoreGL);
-
- bool rebuild = false;
-
- LLGLSDefault gls_default;
- LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
-
- LLVertexBuffer::unbind();
-
- gPipeline.disableLights();
-
- gPipeline.mBackfaceCull = true;
-
- gViewerWindow->setup3DViewport();
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- { //don't draw hud objects in this frame
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
- { //don't draw hud particles in this frame
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
- }
-
- display_update_camera();
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Env Update");
- // update all the sky/atmospheric/water settings
- LLEnvironment::instance().update(LLViewerCamera::getInstance());
- }
-
- LLSpatialGroup::sNoDelete = true;
-
- S32 occlusion = LLPipeline::sUseOcclusion;
- LLPipeline::sUseOcclusion = 0; // occlusion data is from main camera point of view, don't read or write it during cube snapshots
- //gDepthDirty = true; //let "real" render pipe know it can't trust the depth buffer for occlusion data
-
- static LLCullResult result;
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
- gPipeline.updateCull(*LLViewerCamera::getInstance(), result);
-
- gGL.setColorMask(true, true);
-
- glClearColor(0, 0, 0, 0);
- gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
-
- glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);
-
- {
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
-
- if (rebuild)
- {
- //////////////////////////////////////
- //
- // rebuildPools
- //
- //
- gPipeline.rebuildPools();
- stop_glerror();
- }
- }
-
- LLPipeline::sUseOcclusion = occlusion;
-
- LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
-
- LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
-
- gGL.setColorMask(true, true);
-
- gPipeline.mRT->deferredScreen.bindTarget();
- if (gUseWireframe)
- {
- glClearColor(0.5f, 0.5f, 0.5f, 1.f);
- }
- else
- {
- glClearColor(1, 0, 1, 1);
- }
- gPipeline.mRT->deferredScreen.clear();
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-
- gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
-
- gPipeline.mRT->deferredScreen.flush();
-
- gPipeline.renderDeferredLighting();
-
- LLPipeline::sUnderWaterRender = false;
-
- // Finalize scene
- //gPipeline.renderFinalize();
-
- LLSpatialGroup::sNoDelete = false;
- gPipeline.clearReferences();
-}
-
-void render_hud_attachments()
-{
- LLPerfStats::RecordSceneTime T ( LLPerfStats::StatType_t::RENDER_HUDS); // render time capture - Primary contributor to HUDs (though these end up in render batches)
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
-
- glh::matrix4f current_proj = get_current_projection();
- glh::matrix4f current_mod = get_current_modelview();
-
- // clamp target zoom level to reasonable values
- gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
- // smoothly interpolate current zoom level
- gAgentCamera.mHUDCurZoom = lerp(gAgentCamera.mHUDCurZoom, gAgentCamera.getAgentHUDTargetZoom(), LLSmoothInterpolation::getInterpolant(0.03f));
-
- if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices())
- {
- LLPipeline::sRenderingHUDs = true;
- LLCamera hud_cam = *LLViewerCamera::getInstance();
- hud_cam.setOrigin(-1.f,0,0);
- hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1));
- LLViewerCamera::updateFrustumPlanes(hud_cam, true);
-
- bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && gSavedSettings.getBOOL("RenderHUDParticles");
-
- //only render hud objects
- gPipeline.pushRenderTypeMask();
-
- // turn off everything
- gPipeline.andRenderTypeMask(LLPipeline::END_RENDER_TYPES);
- // turn on HUD
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- // turn on HUD particles
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
-
- // if particles are off, turn off hud-particles as well
- if (!render_particles)
- {
- // turn back off HUD particles
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
- }
-
- bool has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
- if (has_ui)
- {
- gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI);
- }
-
- S32 use_occlusion = LLPipeline::sUseOcclusion;
- LLPipeline::sUseOcclusion = 0;
-
- //cull, sort, and render hud objects
- static LLCullResult result;
- LLSpatialGroup::sNoDelete = true;
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- gPipeline.updateCull(hud_cam, result);
-
- // Toggle render types
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_MASK);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_GLTF_PBR);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_GLTF_PBR_ALPHA_MASK);
-
- // Toggle render passes
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_SHINY);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISIBLE);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_GLTF_PBR);
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK);
-
- gPipeline.stateSort(hud_cam, result);
-
- gPipeline.renderGeomPostDeferred(hud_cam);
-
- LLSpatialGroup::sNoDelete = false;
- //gPipeline.clearReferences();
-
- render_hud_elements();
-
- //restore type mask
- gPipeline.popRenderTypeMask();
-
- if (has_ui)
- {
- gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI);
- }
- LLPipeline::sUseOcclusion = use_occlusion;
- LLPipeline::sRenderingHUDs = false;
- }
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- set_current_projection(current_proj);
- set_current_modelview(current_mod);
-}
-
-LLRect get_whole_screen_region()
-{
- LLRect whole_screen = gViewerWindow->getWorldViewRectScaled();
-
- // apply camera zoom transform (for high res screenshots)
- F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
- S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
- if (zoom_factor > 1.f)
- {
- S32 num_horizontal_tiles = llceil(zoom_factor);
- S32 tile_width = ll_round((F32)gViewerWindow->getWorldViewWidthScaled() / zoom_factor);
- S32 tile_height = ll_round((F32)gViewerWindow->getWorldViewHeightScaled() / zoom_factor);
- int tile_y = sub_region / num_horizontal_tiles;
- int tile_x = sub_region - (tile_y * num_horizontal_tiles);
-
- whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWorldViewHeightScaled() - (tile_y * tile_height), tile_width, tile_height);
- }
- return whole_screen;
-}
-
-bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model)
-{
- if (isAgentAvatarValid() && gAgentAvatarp->hasHUDAttachment())
- {
- F32 zoom_level = gAgentCamera.mHUDCurZoom;
- LLBBox hud_bbox = gAgentAvatarp->getHUDBBox();
-
- F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
- proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth);
- proj.element(2,2) = -0.01f;
-
- F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect();
-
- glh::matrix4f mat;
- F32 scale_x = (F32)gViewerWindow->getWorldViewWidthScaled() / (F32)screen_region.getWidth();
- F32 scale_y = (F32)gViewerWindow->getWorldViewHeightScaled() / (F32)screen_region.getHeight();
- mat.set_scale(glh::vec3f(scale_x, scale_y, 1.f));
- mat.set_translate(
- glh::vec3f(clamp_rescale((F32)(screen_region.getCenterX() - screen_region.mLeft), 0.f, (F32)gViewerWindow->getWorldViewWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio),
- clamp_rescale((F32)(screen_region.getCenterY() - screen_region.mBottom), 0.f, (F32)gViewerWindow->getWorldViewHeightScaled(), 0.5f * scale_y, -0.5f * scale_y),
- 0.f));
- proj *= mat;
-
- glh::matrix4f tmp_model((GLfloat*) OGL_TO_CFR_ROTATION);
-
- mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level));
- mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f));
-
- tmp_model *= mat;
- model = tmp_model;
- return true;
- }
- else
- {
- return false;
- }
-}
-
-bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model)
-{
- LLRect whole_screen = get_whole_screen_region();
- return get_hud_matrices(whole_screen, proj, model);
-}
-
-bool setup_hud_matrices()
-{
- LLRect whole_screen = get_whole_screen_region();
- return setup_hud_matrices(whole_screen);
-}
-
-bool setup_hud_matrices(const LLRect& screen_region)
-{
- glh::matrix4f proj, model;
- bool result = get_hud_matrices(screen_region, proj, model);
- if (!result) return result;
-
- // set up transform to keep HUD objects in front of camera
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadMatrix(proj.m);
- set_current_projection(proj);
-
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(model.m);
- set_current_modelview(model);
- return true;
-}
-
-void render_ui(F32 zoom_factor, int subfield)
-{
- LLPerfStats::RecordSceneTime T ( LLPerfStats::StatType_t::RENDER_UI ); // render time capture - Primary UI stat can have HUD time overlap (TODO)
- LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
- LL_PROFILE_GPU_ZONE("ui");
- LLGLState::checkStates();
-
- glh::matrix4f saved_view = get_current_modelview();
-
- if (!gSnapshot)
- {
- gGL.pushMatrix();
- gGL.loadMatrix(gGLLastModelView);
- set_current_modelview(copy_matrix(gGLLastModelView));
- }
-
- if(LLSceneMonitor::getInstance()->needsUpdate())
- {
- gGL.pushMatrix();
- gViewerWindow->setup2DRender();
- LLSceneMonitor::getInstance()->compare();
- gViewerWindow->setup3DRender();
- gGL.popMatrix();
- }
-
- // apply gamma correction and post effects
- gPipeline.renderFinalize();
-
- {
- LLGLState::checkStates();
-
-
- LL_PROFILE_ZONE_NAMED_CATEGORY_UI("HUD");
- render_hud_elements();
- LLGLState::checkStates();
- render_hud_attachments();
-
- LLGLState::checkStates();
-
- LLGLSDefault gls_default;
- LLGLSUIDefault gls_ui;
- {
- gPipeline.disableLights();
- }
-
- bool render_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
- if (render_ui)
- {
- if (!gDisconnected)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D);
- LLGLState::checkStates();
- render_ui_3d();
- LLGLState::checkStates();
- }
- else
- {
- render_disconnected_background();
- }
- }
-
- if (render_ui)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 2D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_2D);
- LLHUDObject::renderAll();
- render_ui_2d();
- }
-
- gViewerWindow->setup2DRender();
- gViewerWindow->updateDebugText();
- gViewerWindow->drawDebugText();
- }
-
- if (!gSnapshot)
- {
- set_current_modelview(saved_view);
- gGL.popMatrix();
- }
-}
-
-void swap()
-{
- LLPerfStats::RecordSceneTime T ( LLPerfStats::StatType_t::RENDER_SWAP ); // render time capture - Swap buffer time - can signify excessive data transfer to/from GPU
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Swap");
- LL_PROFILE_GPU_ZONE("swap");
- if (gDisplaySwapBuffers)
- {
- gViewerWindow->getWindow()->swapBuffers();
- }
- gDisplaySwapBuffers = true;
-}
-
-void renderCoordinateAxes()
-{
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.begin(LLRender::LINES);
- gGL.color3f(1.0f, 0.0f, 0.0f); // i direction = X-Axis = red
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.vertex3f(2.0f, 0.0f, 0.0f);
- gGL.vertex3f(3.0f, 0.0f, 0.0f);
- gGL.vertex3f(5.0f, 0.0f, 0.0f);
- gGL.vertex3f(6.0f, 0.0f, 0.0f);
- gGL.vertex3f(8.0f, 0.0f, 0.0f);
- // Make an X
- gGL.vertex3f(11.0f, 1.0f, 1.0f);
- gGL.vertex3f(11.0f, -1.0f, -1.0f);
- gGL.vertex3f(11.0f, 1.0f, -1.0f);
- gGL.vertex3f(11.0f, -1.0f, 1.0f);
-
- gGL.color3f(0.0f, 1.0f, 0.0f); // j direction = Y-Axis = green
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 2.0f, 0.0f);
- gGL.vertex3f(0.0f, 3.0f, 0.0f);
- gGL.vertex3f(0.0f, 5.0f, 0.0f);
- gGL.vertex3f(0.0f, 6.0f, 0.0f);
- gGL.vertex3f(0.0f, 8.0f, 0.0f);
- // Make a Y
- gGL.vertex3f(1.0f, 11.0f, 1.0f);
- gGL.vertex3f(0.0f, 11.0f, 0.0f);
- gGL.vertex3f(-1.0f, 11.0f, 1.0f);
- gGL.vertex3f(0.0f, 11.0f, 0.0f);
- gGL.vertex3f(0.0f, 11.0f, 0.0f);
- gGL.vertex3f(0.0f, 11.0f, -1.0f);
-
- gGL.color3f(0.0f, 0.0f, 1.0f); // Z-Axis = blue
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 0.0f, 2.0f);
- gGL.vertex3f(0.0f, 0.0f, 3.0f);
- gGL.vertex3f(0.0f, 0.0f, 5.0f);
- gGL.vertex3f(0.0f, 0.0f, 6.0f);
- gGL.vertex3f(0.0f, 0.0f, 8.0f);
- // Make a Z
- gGL.vertex3f(-1.0f, 1.0f, 11.0f);
- gGL.vertex3f(1.0f, 1.0f, 11.0f);
- gGL.vertex3f(1.0f, 1.0f, 11.0f);
- gGL.vertex3f(-1.0f, -1.0f, 11.0f);
- gGL.vertex3f(-1.0f, -1.0f, 11.0f);
- gGL.vertex3f(1.0f, -1.0f, 11.0f);
- gGL.end();
-}
-
-
-void draw_axes()
-{
- LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- // A vertical white line at origin
- LLVector3 v = gAgent.getPositionAgent();
- gGL.begin(LLRender::LINES);
- gGL.color3f(1.0f, 1.0f, 1.0f);
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 0.0f, 40.0f);
- gGL.end();
- // Some coordinate axes
- gGL.pushMatrix();
- gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
- renderCoordinateAxes();
- gGL.popMatrix();
-}
-
-void render_ui_3d()
-{
- LLGLSPipeline gls_pipeline;
-
- //////////////////////////////////////
- //
- // Render 3D UI elements
- // NOTE: zbuffer is cleared before we get here by LLDrawPoolHUD,
- // so 3d elements requiring Z buffer are moved to LLDrawPoolHUD
- //
-
- /////////////////////////////////////////////////////////////
- //
- // Render 2.5D elements (2D elements in the world)
- // Stuff without z writes
- //
-
- // Debugging stuff goes before the UI.
-
- stop_glerror();
-
- gUIProgram.bind();
- gGL.color4f(1, 1, 1, 1);
-
- // Coordinate axes
- if (gSavedSettings.getBOOL("ShowAxes"))
- {
- draw_axes();
- }
-
- gViewerWindow->renderSelections(false, false, true); // Non HUD call in render_hud_elements
-
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- gSky.addSunMoonBeacons();
- }
-
- stop_glerror();
-}
-
-void render_ui_2d()
-{
- LLGLSUIDefault gls_ui;
-
- /////////////////////////////////////////////////////////////
- //
- // Render 2D UI elements that overlay the world (no z compare)
-
- // Disable wireframe mode below here, as this is HUD/menus
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- // Menu overlays, HUD, etc
- gViewerWindow->setup2DRender();
-
- F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
- S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
-
- if (zoom_factor > 1.f)
- {
- //decompose subregion number to x and y values
- int pos_y = sub_region / llceil(zoom_factor);
- int pos_x = sub_region - (pos_y*llceil(zoom_factor));
- // offset for this tile
- LLFontGL::sCurOrigin.mX -= ll_round((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor);
- LLFontGL::sCurOrigin.mY -= ll_round((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor);
- }
-
- stop_glerror();
-
- // render outline for HUD
- if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f)
- {
- gUIProgram.bind();
- gGL.pushMatrix();
- S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
- S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
- gGL.scalef(LLUI::getScaleFactor().mV[0], LLUI::getScaleFactor().mV[1], 1.f);
- gGL.translatef((F32)half_width, (F32)half_height, 0.f);
- F32 zoom = gAgentCamera.mHUDCurZoom;
- gGL.scalef(zoom,zoom,1.f);
- gGL.color4fv(LLColor4::white.mV);
- gl_rect_2d(-half_width, half_height, half_width, -half_height, false);
- gGL.popMatrix();
- gUIProgram.unbind();
- stop_glerror();
- }
-
-
- if (gSavedSettings.getBOOL("RenderUIBuffer"))
- {
- if (LLView::sIsRectDirty)
- {
- LLView::sIsRectDirty = false;
- LLRect t_rect;
-
- gPipeline.mRT->uiScreen.bindTarget();
- gGL.setColorMask(true, true);
- {
- static const S32 pad = 8;
-
- LLView::sDirtyRect.mLeft -= pad;
- LLView::sDirtyRect.mRight += pad;
- LLView::sDirtyRect.mBottom -= pad;
- LLView::sDirtyRect.mTop += pad;
-
- LLGLEnable scissor(GL_SCISSOR_TEST);
- static LLRect last_rect = LLView::sDirtyRect;
-
- //union with last rect to avoid mouse poop
- last_rect.unionWith(LLView::sDirtyRect);
-
- t_rect = LLView::sDirtyRect;
- LLView::sDirtyRect = last_rect;
- last_rect = t_rect;
-
- last_rect.mLeft = LLRect::tCoordType(last_rect.mLeft / LLUI::getScaleFactor().mV[0]);
- last_rect.mRight = LLRect::tCoordType(last_rect.mRight / LLUI::getScaleFactor().mV[0]);
- last_rect.mTop = LLRect::tCoordType(last_rect.mTop / LLUI::getScaleFactor().mV[1]);
- last_rect.mBottom = LLRect::tCoordType(last_rect.mBottom / LLUI::getScaleFactor().mV[1]);
-
- LLRect clip_rect(last_rect);
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- gViewerWindow->draw();
- }
-
- gPipeline.mRT->uiScreen.flush();
- gGL.setColorMask(true, false);
-
- LLView::sDirtyRect = t_rect;
- }
-
- LLGLDisable cull(GL_CULL_FACE);
- LLGLDisable blend(GL_BLEND);
- S32 width = gViewerWindow->getWindowWidthScaled();
- S32 height = gViewerWindow->getWindowHeightScaled();
- gGL.getTexUnit(0)->bind(&gPipeline.mRT->uiScreen);
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.color4f(1,1,1,1);
- gGL.texCoord2f(0, 0); gGL.vertex2i(0, 0);
- gGL.texCoord2f(width, 0); gGL.vertex2i(width, 0);
- gGL.texCoord2f(0, height); gGL.vertex2i(0, height);
- gGL.texCoord2f(width, height); gGL.vertex2i(width, height);
- gGL.end();
- }
- else
- {
- gViewerWindow->draw();
- }
-
-
-
- // reset current origin for font rendering, in case of tiling render
- LLFontGL::sCurOrigin.set(0, 0);
-}
-
-void render_disconnected_background()
-{
- gUIProgram.bind();
-
- gGL.color4f(1,1,1,1);
- if (!gDisconnectedImagep && gDisconnected)
- {
- LL_INFOS() << "Loading last bitmap..." << LL_ENDL;
-
- std::string temp_str;
- temp_str = gDirUtilp->getLindenUserDir() + gDirUtilp->getDirDelimiter() + LLStartUp::getScreenLastFilename();
-
- LLPointer<LLImagePNG> image_png = new LLImagePNG;
- if( !image_png->load(temp_str) )
- {
- //LL_INFOS() << "Bitmap load failed" << LL_ENDL;
- return;
- }
-
- LLPointer<LLImageRaw> raw = new LLImageRaw;
- if (!image_png->decode(raw, 0.0f))
- {
- LL_INFOS() << "Bitmap decode failed" << LL_ENDL;
- gDisconnectedImagep = NULL;
- return;
- }
-
- U8 *rawp = raw->getData();
- S32 npixels = (S32)image_png->getWidth()*(S32)image_png->getHeight();
- for (S32 i = 0; i < npixels; i++)
- {
- S32 sum = 0;
- sum = *rawp + *(rawp+1) + *(rawp+2);
- sum /= 3;
- *rawp = ((S32)sum*6 + *rawp)/7;
- rawp++;
- *rawp = ((S32)sum*6 + *rawp)/7;
- rawp++;
- *rawp = ((S32)sum*6 + *rawp)/7;
- rawp++;
- }
-
-
- raw->expandToPowerOfTwo();
- gDisconnectedImagep = LLViewerTextureManager::getLocalTexture(raw.get(), false );
- gStartTexture = gDisconnectedImagep;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
-
- // Make sure the progress view always fills the entire window.
- S32 width = gViewerWindow->getWindowWidthScaled();
- S32 height = gViewerWindow->getWindowHeightScaled();
-
- if (gDisconnectedImagep)
- {
- LLGLSUIDefault gls_ui;
- gViewerWindow->setup2DRender();
- gGL.pushMatrix();
- {
- // scale ui to reflect UIScaleFactor
- // this can't be done in setup2DRender because it requires a
- // pushMatrix/popMatrix pair
- const LLVector2& display_scale = gViewerWindow->getDisplayScale();
- gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
-
- gGL.getTexUnit(0)->bind(gDisconnectedImagep);
- gGL.color4f(1.f, 1.f, 1.f, 1.f);
- gl_rect_2d_simple_tex(width, height);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
- gGL.popMatrix();
- }
- gGL.flush();
-
- gUIProgram.unbind();
-}
-
-void display_cleanup()
-{
- gDisconnectedImagep = NULL;
-}
-
+/**
+ * @file llviewerdisplay.cpp
+ * @brief LLViewerDisplay class implementation
+ *
+ * $LicenseInfo:firstyear=2004&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "llviewerdisplay.h"
+
+#include "llgl.h"
+#include "llrender.h"
+#include "llglheaders.h"
+#include "llgltfmateriallist.h"
+#include "llagent.h"
+#include "llagentcamera.h"
+#include "llviewercontrol.h"
+#include "llcoord.h"
+#include "llcriticaldamp.h"
+#include "lldir.h"
+#include "lldynamictexture.h"
+#include "lldrawpoolalpha.h"
+#include "llfeaturemanager.h"
+//#include "llfirstuse.h"
+#include "llhudmanager.h"
+#include "llimagepng.h"
+#include "llmemory.h"
+#include "llselectmgr.h"
+#include "llsky.h"
+#include "llstartup.h"
+#include "lltoolfocus.h"
+#include "lltoolmgr.h"
+#include "lltooldraganddrop.h"
+#include "lltoolpie.h"
+#include "lltracker.h"
+#include "lltrans.h"
+#include "llui.h"
+#include "llviewercamera.h"
+#include "llviewerobjectlist.h"
+#include "llviewerparcelmgr.h"
+#include "llviewerwindow.h"
+#include "llvoavatarself.h"
+#include "llvograss.h"
+#include "llworld.h"
+#include "pipeline.h"
+#include "llspatialpartition.h"
+#include "llappviewer.h"
+#include "llstartup.h"
+#include "llviewershadermgr.h"
+#include "llfasttimer.h"
+#include "llfloatertools.h"
+#include "llviewertexturelist.h"
+#include "llfocusmgr.h"
+#include "llcubemap.h"
+#include "llviewerregion.h"
+#include "lldrawpoolwater.h"
+#include "lldrawpoolbump.h"
+#include "llpostprocess.h"
+#include "llscenemonitor.h"
+
+#include "llenvironment.h"
+#include "llperfstats.h"
+
+extern LLPointer<LLViewerTexture> gStartTexture;
+extern bool gShiftFrame;
+
+LLPointer<LLViewerTexture> gDisconnectedImagep = NULL;
+
+// used to toggle renderer back on after teleport
+bool gTeleportDisplay = false;
+LLFrameTimer gTeleportDisplayTimer;
+LLFrameTimer gTeleportArrivalTimer;
+const F32 RESTORE_GL_TIME = 5.f; // Wait this long while reloading textures before we raise the curtain
+
+bool gForceRenderLandFence = false;
+bool gDisplaySwapBuffers = false;
+bool gDepthDirty = false;
+bool gResizeScreenTexture = false;
+bool gResizeShadowTexture = false;
+bool gWindowResized = false;
+bool gSnapshot = false;
+bool gCubeSnapshot = false;
+bool gSnapshotNoPost = false;
+bool gShaderProfileFrame = false;
+
+// This is how long the sim will try to teleport you before giving up.
+const F32 TELEPORT_EXPIRY = 15.0f;
+// Additional time (in seconds) to wait per attachment
+const F32 TELEPORT_EXPIRY_PER_ATTACHMENT = 3.f;
+
+U32 gRecentFrameCount = 0; // number of 'recent' frames
+LLFrameTimer gRecentFPSTime;
+LLFrameTimer gRecentMemoryTime;
+LLFrameTimer gAssetStorageLogTime;
+
+// Rendering stuff
+void pre_show_depth_buffer();
+void post_show_depth_buffer();
+void render_ui(F32 zoom_factor = 1.f, int subfield = 0);
+void swap();
+void render_hud_attachments();
+void render_ui_3d();
+void render_ui_2d();
+void render_disconnected_background();
+
+void display_startup()
+{
+ if ( !gViewerWindow
+ || !gViewerWindow->getActive()
+ || !gViewerWindow->getWindow()->getVisible()
+ || gViewerWindow->getWindow()->getMinimized()
+ || gNonInteractive)
+ {
+ return;
+ }
+
+ gPipeline.updateGL();
+
+ // Written as branch to appease GCC which doesn't like different
+ // pointer types across ternary ops
+ //
+ if (!LLViewerFetchedTexture::sWhiteImagep.isNull())
+ {
+ LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
+ }
+
+ LLGLSDefault gls_default;
+
+ // Required for HTML update in login screen
+ static S32 frame_count = 0;
+
+ LLGLState::checkStates();
+
+ if (frame_count++ > 1) // make sure we have rendered a frame first
+ {
+ LLViewerDynamicTexture::updateAllInstances();
+ }
+ else
+ {
+ LL_DEBUGS("Window") << "First display_startup frame" << LL_ENDL;
+ }
+
+ LLGLState::checkStates();
+
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);
+ LLGLSUIDefault gls_ui;
+ gPipeline.disableLights();
+
+ if (gViewerWindow)
+ gViewerWindow->setup2DRender();
+ if (gViewerWindow)
+ gViewerWindow->draw();
+ gGL.flush();
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+
+ if (gViewerWindow && gViewerWindow->getWindow())
+ gViewerWindow->getWindow()->swapBuffers();
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+}
+
+void display_update_camera()
+{
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Camera");
+ // TODO: cut draw distance down if customizing avatar?
+ // TODO: cut draw distance on per-parcel basis?
+
+ // Cut draw distance in half when customizing avatar,
+ // but on the viewer only.
+ F32 final_far = gAgentCamera.mDrawDistance;
+ if (gCubeSnapshot)
+ {
+ final_far = gSavedSettings.getF32("RenderReflectionProbeDrawDistance");
+ }
+ else if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgentCamera.getCameraMode())
+
+ {
+ final_far *= 0.5f;
+ }
+ LLViewerCamera::getInstance()->setFar(final_far);
+ gViewerWindow->setup3DRender();
+
+ if (!gCubeSnapshot)
+ {
+ // Update land visibility too
+ LLWorld::getInstance()->setLandFarClip(final_far);
+ }
+}
+
+// Write some stats to LL_INFOS()
+void display_stats()
+{
+ LL_PROFILE_ZONE_SCOPED
+ const F32 FPS_LOG_FREQUENCY = 10.f;
+ if (gRecentFPSTime.getElapsedTimeF32() >= FPS_LOG_FREQUENCY)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - FPS");
+ F32 fps = gRecentFrameCount / FPS_LOG_FREQUENCY;
+ LL_INFOS() << llformat("FPS: %.02f", fps) << LL_ENDL;
+ gRecentFrameCount = 0;
+ gRecentFPSTime.reset();
+ }
+ F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
+ if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - Memory");
+ gMemoryAllocated = U64Bytes(LLMemory::getCurrentRSS());
+ U32Megabytes memory = gMemoryAllocated;
+ LL_INFOS() << "MEMORY: " << memory << LL_ENDL;
+ LLMemory::logMemoryInfo(true) ;
+ gRecentMemoryTime.reset();
+ }
+ const F32 ASSET_STORAGE_LOG_FREQUENCY = 60.f;
+ if (gAssetStorageLogTime.getElapsedTimeF32() >= ASSET_STORAGE_LOG_FREQUENCY)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - Asset Storage");
+ gAssetStorageLogTime.reset();
+ gAssetStorage->logAssetStorageInfo();
+ }
+}
+
+static void update_tp_display(bool minimized)
+{
+ static LLCachedControl<F32> teleport_arrival_delay(gSavedSettings, "TeleportArrivalDelay");
+ static LLCachedControl<F32> teleport_local_delay(gSavedSettings, "TeleportLocalDelay");
+
+ S32 attach_count = 0;
+ if (isAgentAvatarValid())
+ {
+ attach_count = gAgentAvatarp->getAttachmentCount();
+ }
+ F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
+ F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
+ F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
+ if (gAgent.getTeleportState() != LLAgent::TELEPORT_START && teleport_percent > 100.f)
+ {
+ // Give up. Don't keep the UI locked forever.
+ LL_WARNS("Teleport") << "Giving up on teleport. elapsed time " << teleport_elapsed << " exceeds max time " << teleport_save_time << LL_ENDL;
+ gAgent.setTeleportState(LLAgent::TELEPORT_NONE);
+ gAgent.setTeleportMessage(std::string());
+ }
+
+ // Make sure the TP progress panel gets hidden in case the viewer window
+ // is minimized *during* a TP. HB
+ if (minimized)
+ {
+ gViewerWindow->setShowProgress(false);
+ }
+
+ const std::string& message = gAgent.getTeleportMessage();
+ switch (gAgent.getTeleportState())
+ {
+ case LLAgent::TELEPORT_PENDING:
+ {
+ gTeleportDisplayTimer.reset();
+ const std::string& msg = LLAgent::sTeleportProgressMessages["pending"];
+ if (!minimized)
+ {
+ gViewerWindow->setShowProgress(true);
+ gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
+ gViewerWindow->setProgressString(msg);
+ }
+ gAgent.setTeleportMessage(msg);
+ break;
+ }
+
+ case LLAgent::TELEPORT_START:
+ {
+ // Transition to REQUESTED. Viewer has sent some kind
+ // of TeleportRequest to the source simulator
+ gTeleportDisplayTimer.reset();
+ const std::string& msg = LLAgent::sTeleportProgressMessages["requesting"];
+ LL_INFOS("Teleport") << "A teleport request has been sent, setting state to TELEPORT_REQUESTED" << LL_ENDL;
+ gAgent.setTeleportState(LLAgent::TELEPORT_REQUESTED);
+ gAgent.setTeleportMessage(msg);
+ if (!minimized)
+ {
+ gViewerWindow->setShowProgress(true);
+ gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
+ gViewerWindow->setProgressString(msg);
+ gViewerWindow->setProgressMessage(gAgent.mMOTD);
+ }
+ break;
+ }
+
+ case LLAgent::TELEPORT_REQUESTED:
+ // Waiting for source simulator to respond
+ if (!minimized)
+ {
+ gViewerWindow->setProgressPercent(llmin(teleport_percent, 37.5f));
+ gViewerWindow->setProgressString(message);
+ }
+ break;
+
+ case LLAgent::TELEPORT_MOVING:
+ // Viewer has received destination location from source simulator
+ if (!minimized)
+ {
+ gViewerWindow->setProgressPercent(llmin(teleport_percent, 75.f));
+ gViewerWindow->setProgressString(message);
+ }
+ break;
+
+ case LLAgent::TELEPORT_START_ARRIVAL:
+ // Transition to ARRIVING. Viewer has received avatar update, etc.,
+ // from destination simulator
+ gTeleportArrivalTimer.reset();
+ LL_INFOS("Teleport") << "Changing state to TELEPORT_ARRIVING" << LL_ENDL;
+ gAgent.setTeleportState(LLAgent::TELEPORT_ARRIVING);
+ gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["arriving"]);
+ gAgent.sheduleTeleportIM();
+ gTextureList.mForceResetTextureStats = true;
+ gAgentCamera.resetView(true, true);
+ if (!minimized)
+ {
+ gViewerWindow->setProgressCancelButtonVisible(false, LLTrans::getString("Cancel"));
+ gViewerWindow->setProgressPercent(75.f);
+ }
+ break;
+
+ case LLAgent::TELEPORT_ARRIVING:
+ // Make the user wait while content "pre-caches"
+ {
+ F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / teleport_arrival_delay());
+ if (arrival_fraction > 1.f)
+ {
+ arrival_fraction = 1.f;
+ //LLFirstUse::useTeleport();
+ LL_INFOS("Teleport") << "arrival_fraction is " << arrival_fraction << " changing state to TELEPORT_NONE" << LL_ENDL;
+ gAgent.setTeleportState(LLAgent::TELEPORT_NONE);
+ }
+ if (!minimized)
+ {
+ gViewerWindow->setProgressCancelButtonVisible(false, LLTrans::getString("Cancel"));
+ gViewerWindow->setProgressPercent(arrival_fraction * 25.f + 75.f);
+ gViewerWindow->setProgressString(message);
+ }
+ break;
+ }
+
+ case LLAgent::TELEPORT_LOCAL:
+ // Short delay when teleporting in the same sim (progress screen active but not shown - did not
+ // fall-through from TELEPORT_START)
+ {
+ if (gTeleportDisplayTimer.getElapsedTimeF32() > teleport_local_delay())
+ {
+ //LLFirstUse::useTeleport();
+ LL_INFOS("Teleport") << "State is local and gTeleportDisplayTimer " << gTeleportDisplayTimer.getElapsedTimeF32()
+ << " exceeds teleport_local_delete " << teleport_local_delay
+ << "; setting state to TELEPORT_NONE"
+ << LL_ENDL;
+ gAgent.setTeleportState(LLAgent::TELEPORT_NONE);
+ }
+ break;
+ }
+
+ case LLAgent::TELEPORT_NONE:
+ // No teleport in progress
+ gViewerWindow->setShowProgress(false);
+ gTeleportDisplay = false;
+ }
+}
+
+// Paint the display!
+void display(bool rebuild, F32 zoom_factor, int subfield, bool for_snapshot)
+{
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Render");
+
+ LLPerfStats::RecordSceneTime T (LLPerfStats::StatType_t::RENDER_DISPLAY); // render time capture - This is the main stat for overall rendering.
+
+ if (gWindowResized)
+ { //skip render on frames where window has been resized
+ LL_DEBUGS("Window") << "Resizing window" << LL_ENDL;
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Resize Window");
+ gGL.flush();
+ glClear(GL_COLOR_BUFFER_BIT);
+ gViewerWindow->getWindow()->swapBuffers();
+ LLPipeline::refreshCachedSettings();
+ gPipeline.resizeScreenTexture();
+ gResizeScreenTexture = false;
+ gWindowResized = false;
+ return;
+ }
+
+ if (gResizeShadowTexture)
+ { //skip render on frames where window has been resized
+ gPipeline.resizeShadowTexture();
+ gResizeShadowTexture = false;
+ }
+
+ gSnapshot = for_snapshot;
+
+ if (LLPipeline::sRenderDeferred)
+ { //hack to make sky show up in deferred snapshots
+ for_snapshot = false;
+ }
+
+ LLGLSDefault gls_default;
+ LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+
+ gPipeline.disableLights();
+
+ // Don't draw if the window is hidden or minimized.
+ // In fact, must explicitly check the minimized state before drawing.
+ // Attempting to draw into a minimized window causes a GL error. JC
+ if ( !gViewerWindow->getActive()
+ || !gViewerWindow->getWindow()->getVisible()
+ || gViewerWindow->getWindow()->getMinimized()
+ || gNonInteractive)
+ {
+ // Clean up memory the pools may have allocated
+ if (rebuild)
+ {
+ stop_glerror();
+ gPipeline.rebuildPools();
+ stop_glerror();
+ }
+
+ stop_glerror();
+ gViewerWindow->returnEmptyPicks();
+ stop_glerror();
+
+ // We still need to update the teleport progress (to get changes done
+ // in TP states, else the sim does not get the messages signaling the
+ // agent's arrival). This fixes BUG-230616. HB
+ if (gTeleportDisplay)
+ {
+ // true = minimized, do not show/update the TP screen. HB
+ update_tp_display(true);
+ }
+ return;
+ }
+
+ gViewerWindow->checkSettings();
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Picking");
+ gViewerWindow->performPick();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
+ LLGLState::checkStates();
+
+ //////////////////////////////////////////////////////////
+ //
+ // Logic for forcing window updates if we're in drone mode.
+ //
+
+ // *TODO: Investigate running display() during gHeadlessClient. See if this early exit is needed DK 2011-02-18
+ if (gHeadlessClient)
+ {
+#if LL_WINDOWS
+ static F32 last_update_time = 0.f;
+ if ((gFrameTimeSeconds - last_update_time) > 1.f)
+ {
+ InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, false);
+ last_update_time = gFrameTimeSeconds;
+ }
+#elif LL_DARWIN
+ // MBW -- Do something clever here.
+#endif
+ // Not actually rendering, don't bother.
+ return;
+ }
+
+
+ //
+ // Bail out if we're in the startup state and don't want to try to
+ // render the world.
+ //
+ if (LLStartUp::getStartupState() < STATE_PRECACHE)
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
+ display_startup();
+ return;
+ }
+
+
+ if (gShaderProfileFrame)
+ {
+ LLGLSLShader::initProfile();
+ }
+
+ //LLGLState::verify(false);
+
+ /////////////////////////////////////////////////
+ //
+ // Update GL Texture statistics (used for discard logic?)
+ //
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
+ stop_glerror();
+
+ LLImageGL::updateStats(gFrameTimeSeconds);
+
+ LLVOAvatar::sRenderName = gSavedSettings.getS32("AvatarNameTagMode");
+ LLVOAvatar::sRenderGroupTitles = (gSavedSettings.getBOOL("NameTagShowGroupTitles") && gSavedSettings.getS32("AvatarNameTagMode"));
+
+ gPipeline.mBackfaceCull = true;
+ gFrameCount++;
+ gRecentFrameCount++;
+ if (gFocusMgr.getAppHasFocus())
+ {
+ gForegroundFrameCount++;
+ }
+
+ //////////////////////////////////////////////////////////
+ //
+ // Display start screen if we're teleporting, and skip render
+ //
+
+ if (gTeleportDisplay)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Teleport Display");
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
+ // Note: false = not minimized, do update the TP screen. HB
+ update_tp_display(false);
+ }
+ else if(LLAppViewer::instance()->logoutRequestSent())
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
+ F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
+ if (percent_done > 100.f)
+ {
+ percent_done = 100.f;
+ }
+
+ if( LLApp::isExiting() )
+ {
+ percent_done = 100.f;
+ }
+
+ gViewerWindow->setProgressPercent( percent_done );
+ gViewerWindow->setProgressMessage(std::string());
+ }
+ else
+ if (gRestoreGL)
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
+ F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
+ if( percent_done > 100.f )
+ {
+ gViewerWindow->setShowProgress(false);
+ gRestoreGL = false;
+ }
+ else
+ {
+
+ if( LLApp::isExiting() )
+ {
+ percent_done = 100.f;
+ }
+
+ gViewerWindow->setProgressPercent( percent_done );
+ }
+ gViewerWindow->setProgressMessage(std::string());
+ }
+
+ //////////////////////////
+ //
+ // Prepare for the next frame
+ //
+
+ /////////////////////////////
+ //
+ // Update the camera
+ //
+ //
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
+ if (LLViewerCamera::instanceExists())
+ {
+ LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
+ LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);
+ }
+
+ //////////////////////////
+ //
+ // clear the next buffer
+ // (must follow dynamic texture writing since that uses the frame buffer)
+ //
+
+ if (gDisconnected)
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
+ render_ui();
+ swap();
+ }
+
+ //////////////////////////
+ //
+ // Set rendering options
+ //
+ //
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
+ stop_glerror();
+
+ ///////////////////////////////////////
+ //
+ // Slam lighting parameters back to our defaults.
+ // Note that these are not the same as GL defaults...
+
+ stop_glerror();
+ gGL.setAmbientLightColor(LLColor4::white);
+ stop_glerror();
+
+ /////////////////////////////////////
+ //
+ // Render
+ //
+ // Actually push all of our triangles to the screen.
+ //
+
+ // do render-to-texture stuff here
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Dynamic Textures");
+ if (LLViewerDynamicTexture::updateAllInstances())
+ {
+ gGL.setColorMask(true, true);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ }
+
+ gViewerWindow->setup3DViewport();
+
+ gPipeline.resetFrameStats(); // Reset per-frame statistics.
+
+ if (!gDisconnected)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 1");
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ { //don't draw hud objects in this frame
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
+ { //don't draw hud particles in this frame
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
+ }
+
+ stop_glerror();
+ display_update_camera();
+ stop_glerror();
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Env Update");
+ // update all the sky/atmospheric/water settings
+ LLEnvironment::instance().update(LLViewerCamera::getInstance());
+ }
+
+ // *TODO: merge these two methods
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("HUD Update");
+ LLHUDManager::getInstance()->updateEffects();
+ LLHUDObject::updateAll();
+ stop_glerror();
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Geom");
+ const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds.value(); // 50 ms/second update time
+ gPipeline.createObjects(max_geom_update_time);
+ gPipeline.processPartitionQ();
+ gPipeline.updateGeom(max_geom_update_time);
+ stop_glerror();
+ }
+
+ gPipeline.updateGL();
+
+ stop_glerror();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
+
+ //Increment drawable frame counter
+ LLDrawable::incrementVisible();
+
+ LLSpatialGroup::sNoDelete = true;
+ LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
+
+ S32 occlusion = LLPipeline::sUseOcclusion;
+ if (gDepthDirty)
+ { //depth buffer is invalid, don't overwrite occlusion state
+ LLPipeline::sUseOcclusion = llmin(occlusion, 1);
+ }
+ gDepthDirty = false;
+
+ LLGLState::checkStates();
+
+ static LLCullResult result;
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
+ gPipeline.updateCull(*LLViewerCamera::getInstance(), result);
+ stop_glerror();
+
+ LLGLState::checkStates();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 2")
+ if (gResizeScreenTexture)
+ {
+ gPipeline.resizeScreenTexture();
+ gResizeScreenTexture = false;
+ }
+
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+
+ LLGLState::checkStates();
+
+ if (!for_snapshot)
+ {
+ if (gFrameCount > 1 && !for_snapshot)
+ { //for some reason, ATI 4800 series will error out if you
+ //try to generate a shadow before the first frame is through
+ gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
+ }
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+
+ glh::matrix4f proj = get_current_projection();
+ glh::matrix4f mod = get_current_modelview();
+ glViewport(0,0,512,512);
+
+ LLVOAvatar::updateImpostors();
+
+ set_current_projection(proj);
+ set_current_modelview(mod);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(mod.m);
+ gViewerWindow->setup3DViewport();
+
+ LLGLState::checkStates();
+ }
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ //////////////////////////////////////
+ //
+ // Update images, using the image stats generated during object update/culling
+ //
+ // Can put objects onto the retextured list.
+ //
+ // Doing this here gives hardware occlusion queries extra time to complete
+ LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
+
+ {
+ LL_PROFILE_ZONE_NAMED("Update Images");
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Class");
+ LLViewerTexture::updateClass();
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Image Update Bump");
+ gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("List");
+ F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds.value(); // 50 ms/second decode time
+ max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
+ gTextureList.updateImages(max_image_decode_time);
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("GLTF Materials Cleanup");
+ //remove dead gltf materials
+ gGLTFMaterialList.flushMaterials();
+ }
+ }
+
+ LLGLState::checkStates();
+
+ ///////////////////////////////////
+ //
+ // StateSort
+ //
+ // Responsible for taking visible objects, and adding them to the appropriate draw orders.
+ // In the case of alpha objects, z-sorts them first.
+ // Also creates special lists for outlines and selected face rendering.
+ //
+ LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 4")
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
+ stop_glerror();
+
+ if (rebuild)
+ {
+ //////////////////////////////////////
+ //
+ // rebuildPools
+ //
+ //
+ gPipeline.rebuildPools();
+ stop_glerror();
+ }
+ }
+
+ LLSceneMonitor::getInstance()->fetchQueryResult();
+
+ LLGLState::checkStates();
+
+ LLPipeline::sUseOcclusion = occlusion;
+
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
+ LL_PROFILE_ZONE_NAMED_CATEGORY_ENVIRONMENT("update sky"); //LL_RECORD_BLOCK_TIME(FTM_UPDATE_SKY);
+ gSky.updateSky();
+ }
+
+ if(gUseWireframe)
+ {
+ glClearColor(0.5f, 0.5f, 0.5f, 0.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
+
+ //// render frontmost floater opaque for occlusion culling purposes
+ //LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
+ //// assumes frontmost floater with focus is opaque
+ //if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
+ //{
+ // gGL.matrixMode(LLRender::MM_MODELVIEW);
+ // gGL.pushMatrix();
+ // {
+ // gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ // glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
+ // gGL.loadIdentity();
+
+ // LLRect floater_rect = frontmost_floaterp->calcScreenRect();
+ // // deflate by one pixel so rounding errors don't occlude outside of floater extents
+ // floater_rect.stretch(-1);
+ // LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(),
+ // (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
+ // (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
+ // (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
+ // floater_3d_rect.translate(-0.5f, -0.5f);
+ // gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
+ // gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
+ // gGL.color4fv(LLColor4::white.mV);
+ // gGL.begin(LLVertexBuffer::QUADS);
+ // {
+ // gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
+ // gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
+ // gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
+ // gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
+ // }
+ // gGL.end();
+ // glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ // }
+ // gGL.popMatrix();
+ //}
+
+ LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
+
+ LLGLState::checkStates();
+
+ stop_glerror();
+
+ gGL.setColorMask(true, true);
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ gPipeline.mRT->deferredScreen.bindTarget();
+ if (gUseWireframe)
+ {
+ F32 g = 0.5f;
+ glClearColor(g, g, g, 1.f);
+ }
+ else
+ {
+ glClearColor(1, 0, 1, 1);
+ }
+ gPipeline.mRT->deferredScreen.clear();
+ }
+ else
+ {
+ gPipeline.mRT->screen.bindTarget();
+ if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
+ {
+ const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+ }
+ gPipeline.mRT->screen.clear();
+ }
+
+ gGL.setColorMask(true, false);
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
+
+ if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
+ && !gRestoreGL)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 5")
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+
+ if (gSavedSettings.getBOOL("RenderDepthPrePass"))
+ {
+ gGL.setColorMask(false, false);
+
+ static const U32 types[] = {
+ LLRenderPass::PASS_SIMPLE,
+ LLRenderPass::PASS_FULLBRIGHT,
+ LLRenderPass::PASS_SHINY
+ };
+
+ U32 num_types = LL_ARRAY_SIZE(types);
+ gOcclusionProgram.bind();
+ for (U32 i = 0; i < num_types; i++)
+ {
+ gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, false);
+ }
+
+ gOcclusionProgram.unbind();
+
+ }
+
+ gGL.setColorMask(true, true);
+ gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance(), true);
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Texture Unbind");
+ for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++)
+ { //dummy cleanup of any currently bound textures
+ if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE)
+ {
+ gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
+ gGL.getTexUnit(i)->disable();
+ }
+ }
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");
+
+ LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen);
+ rt.flush();
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ gPipeline.renderDeferredLighting();
+ }
+
+ LLPipeline::sUnderWaterRender = false;
+
+ {
+ //capture the frame buffer.
+ LLSceneMonitor::getInstance()->capture();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
+ if (!for_snapshot)
+ {
+ render_ui();
+ swap();
+ }
+
+
+ LLSpatialGroup::sNoDelete = false;
+ gPipeline.clearReferences();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
+
+ stop_glerror();
+
+ display_stats();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:Done");
+
+ gShiftFrame = false;
+
+ if (gShaderProfileFrame)
+ {
+ gShaderProfileFrame = false;
+ LLGLSLShader::finishProfile();
+ }
+}
+
+// WIP simplified copy of display() that does minimal work
+void display_cube_face()
+{
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Render Cube Face");
+ LL_PROFILE_GPU_ZONE("display cube face");
+
+ llassert(!gSnapshot);
+ llassert(!gTeleportDisplay);
+ llassert(LLStartUp::getStartupState() >= STATE_PRECACHE);
+ llassert(!LLAppViewer::instance()->logoutRequestSent());
+ llassert(!gRestoreGL);
+
+ bool rebuild = false;
+
+ LLGLSDefault gls_default;
+ LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
+
+ LLVertexBuffer::unbind();
+
+ gPipeline.disableLights();
+
+ gPipeline.mBackfaceCull = true;
+
+ gViewerWindow->setup3DViewport();
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ { //don't draw hud objects in this frame
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
+ { //don't draw hud particles in this frame
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
+ }
+
+ display_update_camera();
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Env Update");
+ // update all the sky/atmospheric/water settings
+ LLEnvironment::instance().update(LLViewerCamera::getInstance());
+ }
+
+ LLSpatialGroup::sNoDelete = true;
+
+ S32 occlusion = LLPipeline::sUseOcclusion;
+ LLPipeline::sUseOcclusion = 0; // occlusion data is from main camera point of view, don't read or write it during cube snapshots
+ //gDepthDirty = true; //let "real" render pipe know it can't trust the depth buffer for occlusion data
+
+ static LLCullResult result;
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
+ gPipeline.updateCull(*LLViewerCamera::getInstance(), result);
+
+ gGL.setColorMask(true, true);
+
+ glClearColor(0, 0, 0, 0);
+ gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
+
+ glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);
+
+ {
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
+
+ if (rebuild)
+ {
+ //////////////////////////////////////
+ //
+ // rebuildPools
+ //
+ //
+ gPipeline.rebuildPools();
+ stop_glerror();
+ }
+ }
+
+ LLPipeline::sUseOcclusion = occlusion;
+
+ LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
+
+ LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater();
+
+ gGL.setColorMask(true, true);
+
+ gPipeline.mRT->deferredScreen.bindTarget();
+ if (gUseWireframe)
+ {
+ glClearColor(0.5f, 0.5f, 0.5f, 1.f);
+ }
+ else
+ {
+ glClearColor(1, 0, 1, 1);
+ }
+ gPipeline.mRT->deferredScreen.clear();
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+
+ gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
+
+ gPipeline.mRT->deferredScreen.flush();
+
+ gPipeline.renderDeferredLighting();
+
+ LLPipeline::sUnderWaterRender = false;
+
+ // Finalize scene
+ //gPipeline.renderFinalize();
+
+ LLSpatialGroup::sNoDelete = false;
+ gPipeline.clearReferences();
+}
+
+void render_hud_attachments()
+{
+ LLPerfStats::RecordSceneTime T ( LLPerfStats::StatType_t::RENDER_HUDS); // render time capture - Primary contributor to HUDs (though these end up in render batches)
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+
+ glh::matrix4f current_proj = get_current_projection();
+ glh::matrix4f current_mod = get_current_modelview();
+
+ // clamp target zoom level to reasonable values
+ gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
+ // smoothly interpolate current zoom level
+ gAgentCamera.mHUDCurZoom = lerp(gAgentCamera.mHUDCurZoom, gAgentCamera.getAgentHUDTargetZoom(), LLSmoothInterpolation::getInterpolant(0.03f));
+
+ if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices())
+ {
+ LLPipeline::sRenderingHUDs = true;
+ LLCamera hud_cam = *LLViewerCamera::getInstance();
+ hud_cam.setOrigin(-1.f,0,0);
+ hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1));
+ LLViewerCamera::updateFrustumPlanes(hud_cam, true);
+
+ bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && gSavedSettings.getBOOL("RenderHUDParticles");
+
+ //only render hud objects
+ gPipeline.pushRenderTypeMask();
+
+ // turn off everything
+ gPipeline.andRenderTypeMask(LLPipeline::END_RENDER_TYPES);
+ // turn on HUD
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ // turn on HUD particles
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
+
+ // if particles are off, turn off hud-particles as well
+ if (!render_particles)
+ {
+ // turn back off HUD particles
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
+ }
+
+ bool has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
+ if (has_ui)
+ {
+ gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI);
+ }
+
+ S32 use_occlusion = LLPipeline::sUseOcclusion;
+ LLPipeline::sUseOcclusion = 0;
+
+ //cull, sort, and render hud objects
+ static LLCullResult result;
+ LLSpatialGroup::sNoDelete = true;
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ gPipeline.updateCull(hud_cam, result);
+
+ // Toggle render types
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_MASK);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_GLTF_PBR);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_GLTF_PBR_ALPHA_MASK);
+
+ // Toggle render passes
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_SHINY);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISIBLE);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_GLTF_PBR);
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK);
+
+ gPipeline.stateSort(hud_cam, result);
+
+ gPipeline.renderGeomPostDeferred(hud_cam);
+
+ LLSpatialGroup::sNoDelete = false;
+ //gPipeline.clearReferences();
+
+ render_hud_elements();
+
+ //restore type mask
+ gPipeline.popRenderTypeMask();
+
+ if (has_ui)
+ {
+ gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI);
+ }
+ LLPipeline::sUseOcclusion = use_occlusion;
+ LLPipeline::sRenderingHUDs = false;
+ }
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ set_current_projection(current_proj);
+ set_current_modelview(current_mod);
+}
+
+LLRect get_whole_screen_region()
+{
+ LLRect whole_screen = gViewerWindow->getWorldViewRectScaled();
+
+ // apply camera zoom transform (for high res screenshots)
+ F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
+ S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
+ if (zoom_factor > 1.f)
+ {
+ S32 num_horizontal_tiles = llceil(zoom_factor);
+ S32 tile_width = ll_round((F32)gViewerWindow->getWorldViewWidthScaled() / zoom_factor);
+ S32 tile_height = ll_round((F32)gViewerWindow->getWorldViewHeightScaled() / zoom_factor);
+ int tile_y = sub_region / num_horizontal_tiles;
+ int tile_x = sub_region - (tile_y * num_horizontal_tiles);
+
+ whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWorldViewHeightScaled() - (tile_y * tile_height), tile_width, tile_height);
+ }
+ return whole_screen;
+}
+
+bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model)
+{
+ if (isAgentAvatarValid() && gAgentAvatarp->hasHUDAttachment())
+ {
+ F32 zoom_level = gAgentCamera.mHUDCurZoom;
+ LLBBox hud_bbox = gAgentAvatarp->getHUDBBox();
+
+ F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
+ proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth);
+ proj.element(2,2) = -0.01f;
+
+ F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect();
+
+ glh::matrix4f mat;
+ F32 scale_x = (F32)gViewerWindow->getWorldViewWidthScaled() / (F32)screen_region.getWidth();
+ F32 scale_y = (F32)gViewerWindow->getWorldViewHeightScaled() / (F32)screen_region.getHeight();
+ mat.set_scale(glh::vec3f(scale_x, scale_y, 1.f));
+ mat.set_translate(
+ glh::vec3f(clamp_rescale((F32)(screen_region.getCenterX() - screen_region.mLeft), 0.f, (F32)gViewerWindow->getWorldViewWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio),
+ clamp_rescale((F32)(screen_region.getCenterY() - screen_region.mBottom), 0.f, (F32)gViewerWindow->getWorldViewHeightScaled(), 0.5f * scale_y, -0.5f * scale_y),
+ 0.f));
+ proj *= mat;
+
+ glh::matrix4f tmp_model((GLfloat*) OGL_TO_CFR_ROTATION);
+
+ mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level));
+ mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f));
+
+ tmp_model *= mat;
+ model = tmp_model;
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model)
+{
+ LLRect whole_screen = get_whole_screen_region();
+ return get_hud_matrices(whole_screen, proj, model);
+}
+
+bool setup_hud_matrices()
+{
+ LLRect whole_screen = get_whole_screen_region();
+ return setup_hud_matrices(whole_screen);
+}
+
+bool setup_hud_matrices(const LLRect& screen_region)
+{
+ glh::matrix4f proj, model;
+ bool result = get_hud_matrices(screen_region, proj, model);
+ if (!result) return result;
+
+ // set up transform to keep HUD objects in front of camera
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj.m);
+ set_current_projection(proj);
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(model.m);
+ set_current_modelview(model);
+ return true;
+}
+
+void render_ui(F32 zoom_factor, int subfield)
+{
+ LLPerfStats::RecordSceneTime T ( LLPerfStats::StatType_t::RENDER_UI ); // render time capture - Primary UI stat can have HUD time overlap (TODO)
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
+ LL_PROFILE_GPU_ZONE("ui");
+ LLGLState::checkStates();
+
+ glh::matrix4f saved_view = get_current_modelview();
+
+ if (!gSnapshot)
+ {
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastModelView);
+ set_current_modelview(copy_matrix(gGLLastModelView));
+ }
+
+ if(LLSceneMonitor::getInstance()->needsUpdate())
+ {
+ gGL.pushMatrix();
+ gViewerWindow->setup2DRender();
+ LLSceneMonitor::getInstance()->compare();
+ gViewerWindow->setup3DRender();
+ gGL.popMatrix();
+ }
+
+ // apply gamma correction and post effects
+ gPipeline.renderFinalize();
+
+ {
+ LLGLState::checkStates();
+
+
+ LL_PROFILE_ZONE_NAMED_CATEGORY_UI("HUD");
+ render_hud_elements();
+ LLGLState::checkStates();
+ render_hud_attachments();
+
+ LLGLState::checkStates();
+
+ LLGLSDefault gls_default;
+ LLGLSUIDefault gls_ui;
+ {
+ gPipeline.disableLights();
+ }
+
+ bool render_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
+ if (render_ui)
+ {
+ if (!gDisconnected)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D);
+ LLGLState::checkStates();
+ render_ui_3d();
+ LLGLState::checkStates();
+ }
+ else
+ {
+ render_disconnected_background();
+ }
+ }
+
+ if (render_ui)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 2D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_2D);
+ LLHUDObject::renderAll();
+ render_ui_2d();
+ }
+
+ gViewerWindow->setup2DRender();
+ gViewerWindow->updateDebugText();
+ gViewerWindow->drawDebugText();
+ }
+
+ if (!gSnapshot)
+ {
+ set_current_modelview(saved_view);
+ gGL.popMatrix();
+ }
+}
+
+void swap()
+{
+ LLPerfStats::RecordSceneTime T ( LLPerfStats::StatType_t::RENDER_SWAP ); // render time capture - Swap buffer time - can signify excessive data transfer to/from GPU
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Swap");
+ LL_PROFILE_GPU_ZONE("swap");
+ if (gDisplaySwapBuffers)
+ {
+ gViewerWindow->getWindow()->swapBuffers();
+ }
+ gDisplaySwapBuffers = true;
+}
+
+void renderCoordinateAxes()
+{
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.begin(LLRender::LINES);
+ gGL.color3f(1.0f, 0.0f, 0.0f); // i direction = X-Axis = red
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(2.0f, 0.0f, 0.0f);
+ gGL.vertex3f(3.0f, 0.0f, 0.0f);
+ gGL.vertex3f(5.0f, 0.0f, 0.0f);
+ gGL.vertex3f(6.0f, 0.0f, 0.0f);
+ gGL.vertex3f(8.0f, 0.0f, 0.0f);
+ // Make an X
+ gGL.vertex3f(11.0f, 1.0f, 1.0f);
+ gGL.vertex3f(11.0f, -1.0f, -1.0f);
+ gGL.vertex3f(11.0f, 1.0f, -1.0f);
+ gGL.vertex3f(11.0f, -1.0f, 1.0f);
+
+ gGL.color3f(0.0f, 1.0f, 0.0f); // j direction = Y-Axis = green
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 2.0f, 0.0f);
+ gGL.vertex3f(0.0f, 3.0f, 0.0f);
+ gGL.vertex3f(0.0f, 5.0f, 0.0f);
+ gGL.vertex3f(0.0f, 6.0f, 0.0f);
+ gGL.vertex3f(0.0f, 8.0f, 0.0f);
+ // Make a Y
+ gGL.vertex3f(1.0f, 11.0f, 1.0f);
+ gGL.vertex3f(0.0f, 11.0f, 0.0f);
+ gGL.vertex3f(-1.0f, 11.0f, 1.0f);
+ gGL.vertex3f(0.0f, 11.0f, 0.0f);
+ gGL.vertex3f(0.0f, 11.0f, 0.0f);
+ gGL.vertex3f(0.0f, 11.0f, -1.0f);
+
+ gGL.color3f(0.0f, 0.0f, 1.0f); // Z-Axis = blue
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 2.0f);
+ gGL.vertex3f(0.0f, 0.0f, 3.0f);
+ gGL.vertex3f(0.0f, 0.0f, 5.0f);
+ gGL.vertex3f(0.0f, 0.0f, 6.0f);
+ gGL.vertex3f(0.0f, 0.0f, 8.0f);
+ // Make a Z
+ gGL.vertex3f(-1.0f, 1.0f, 11.0f);
+ gGL.vertex3f(1.0f, 1.0f, 11.0f);
+ gGL.vertex3f(1.0f, 1.0f, 11.0f);
+ gGL.vertex3f(-1.0f, -1.0f, 11.0f);
+ gGL.vertex3f(-1.0f, -1.0f, 11.0f);
+ gGL.vertex3f(1.0f, -1.0f, 11.0f);
+ gGL.end();
+}
+
+
+void draw_axes()
+{
+ LLGLSUIDefault gls_ui;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ // A vertical white line at origin
+ LLVector3 v = gAgent.getPositionAgent();
+ gGL.begin(LLRender::LINES);
+ gGL.color3f(1.0f, 1.0f, 1.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 40.0f);
+ gGL.end();
+ // Some coordinate axes
+ gGL.pushMatrix();
+ gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
+ renderCoordinateAxes();
+ gGL.popMatrix();
+}
+
+void render_ui_3d()
+{
+ LLGLSPipeline gls_pipeline;
+
+ //////////////////////////////////////
+ //
+ // Render 3D UI elements
+ // NOTE: zbuffer is cleared before we get here by LLDrawPoolHUD,
+ // so 3d elements requiring Z buffer are moved to LLDrawPoolHUD
+ //
+
+ /////////////////////////////////////////////////////////////
+ //
+ // Render 2.5D elements (2D elements in the world)
+ // Stuff without z writes
+ //
+
+ // Debugging stuff goes before the UI.
+
+ stop_glerror();
+
+ gUIProgram.bind();
+ gGL.color4f(1, 1, 1, 1);
+
+ // Coordinate axes
+ if (gSavedSettings.getBOOL("ShowAxes"))
+ {
+ draw_axes();
+ }
+
+ gViewerWindow->renderSelections(false, false, true); // Non HUD call in render_hud_elements
+
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
+ gSky.addSunMoonBeacons();
+ }
+
+ stop_glerror();
+}
+
+void render_ui_2d()
+{
+ LLGLSUIDefault gls_ui;
+
+ /////////////////////////////////////////////////////////////
+ //
+ // Render 2D UI elements that overlay the world (no z compare)
+
+ // Disable wireframe mode below here, as this is HUD/menus
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ // Menu overlays, HUD, etc
+ gViewerWindow->setup2DRender();
+
+ F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
+ S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
+
+ if (zoom_factor > 1.f)
+ {
+ //decompose subregion number to x and y values
+ int pos_y = sub_region / llceil(zoom_factor);
+ int pos_x = sub_region - (pos_y*llceil(zoom_factor));
+ // offset for this tile
+ LLFontGL::sCurOrigin.mX -= ll_round((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor);
+ LLFontGL::sCurOrigin.mY -= ll_round((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor);
+ }
+
+ stop_glerror();
+
+ // render outline for HUD
+ if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f)
+ {
+ gUIProgram.bind();
+ gGL.pushMatrix();
+ S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
+ S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
+ gGL.scalef(LLUI::getScaleFactor().mV[0], LLUI::getScaleFactor().mV[1], 1.f);
+ gGL.translatef((F32)half_width, (F32)half_height, 0.f);
+ F32 zoom = gAgentCamera.mHUDCurZoom;
+ gGL.scalef(zoom,zoom,1.f);
+ gGL.color4fv(LLColor4::white.mV);
+ gl_rect_2d(-half_width, half_height, half_width, -half_height, false);
+ gGL.popMatrix();
+ gUIProgram.unbind();
+ stop_glerror();
+ }
+
+
+ if (gSavedSettings.getBOOL("RenderUIBuffer"))
+ {
+ if (LLView::sIsRectDirty)
+ {
+ LLView::sIsRectDirty = false;
+ LLRect t_rect;
+
+ gPipeline.mRT->uiScreen.bindTarget();
+ gGL.setColorMask(true, true);
+ {
+ static const S32 pad = 8;
+
+ LLView::sDirtyRect.mLeft -= pad;
+ LLView::sDirtyRect.mRight += pad;
+ LLView::sDirtyRect.mBottom -= pad;
+ LLView::sDirtyRect.mTop += pad;
+
+ LLGLEnable scissor(GL_SCISSOR_TEST);
+ static LLRect last_rect = LLView::sDirtyRect;
+
+ //union with last rect to avoid mouse poop
+ last_rect.unionWith(LLView::sDirtyRect);
+
+ t_rect = LLView::sDirtyRect;
+ LLView::sDirtyRect = last_rect;
+ last_rect = t_rect;
+
+ last_rect.mLeft = LLRect::tCoordType(last_rect.mLeft / LLUI::getScaleFactor().mV[0]);
+ last_rect.mRight = LLRect::tCoordType(last_rect.mRight / LLUI::getScaleFactor().mV[0]);
+ last_rect.mTop = LLRect::tCoordType(last_rect.mTop / LLUI::getScaleFactor().mV[1]);
+ last_rect.mBottom = LLRect::tCoordType(last_rect.mBottom / LLUI::getScaleFactor().mV[1]);
+
+ LLRect clip_rect(last_rect);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ gViewerWindow->draw();
+ }
+
+ gPipeline.mRT->uiScreen.flush();
+ gGL.setColorMask(true, false);
+
+ LLView::sDirtyRect = t_rect;
+ }
+
+ LLGLDisable cull(GL_CULL_FACE);
+ LLGLDisable blend(GL_BLEND);
+ S32 width = gViewerWindow->getWindowWidthScaled();
+ S32 height = gViewerWindow->getWindowHeightScaled();
+ gGL.getTexUnit(0)->bind(&gPipeline.mRT->uiScreen);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.color4f(1,1,1,1);
+ gGL.texCoord2f(0, 0); gGL.vertex2i(0, 0);
+ gGL.texCoord2f(width, 0); gGL.vertex2i(width, 0);
+ gGL.texCoord2f(0, height); gGL.vertex2i(0, height);
+ gGL.texCoord2f(width, height); gGL.vertex2i(width, height);
+ gGL.end();
+ }
+ else
+ {
+ gViewerWindow->draw();
+ }
+
+
+
+ // reset current origin for font rendering, in case of tiling render
+ LLFontGL::sCurOrigin.set(0, 0);
+}
+
+void render_disconnected_background()
+{
+ gUIProgram.bind();
+
+ gGL.color4f(1,1,1,1);
+ if (!gDisconnectedImagep && gDisconnected)
+ {
+ LL_INFOS() << "Loading last bitmap..." << LL_ENDL;
+
+ std::string temp_str;
+ temp_str = gDirUtilp->getLindenUserDir() + gDirUtilp->getDirDelimiter() + LLStartUp::getScreenLastFilename();
+
+ LLPointer<LLImagePNG> image_png = new LLImagePNG;
+ if( !image_png->load(temp_str) )
+ {
+ //LL_INFOS() << "Bitmap load failed" << LL_ENDL;
+ return;
+ }
+
+ LLPointer<LLImageRaw> raw = new LLImageRaw;
+ if (!image_png->decode(raw, 0.0f))
+ {
+ LL_INFOS() << "Bitmap decode failed" << LL_ENDL;
+ gDisconnectedImagep = NULL;
+ return;
+ }
+
+ U8 *rawp = raw->getData();
+ S32 npixels = (S32)image_png->getWidth()*(S32)image_png->getHeight();
+ for (S32 i = 0; i < npixels; i++)
+ {
+ S32 sum = 0;
+ sum = *rawp + *(rawp+1) + *(rawp+2);
+ sum /= 3;
+ *rawp = ((S32)sum*6 + *rawp)/7;
+ rawp++;
+ *rawp = ((S32)sum*6 + *rawp)/7;
+ rawp++;
+ *rawp = ((S32)sum*6 + *rawp)/7;
+ rawp++;
+ }
+
+
+ raw->expandToPowerOfTwo();
+ gDisconnectedImagep = LLViewerTextureManager::getLocalTexture(raw.get(), false );
+ gStartTexture = gDisconnectedImagep;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+
+ // Make sure the progress view always fills the entire window.
+ S32 width = gViewerWindow->getWindowWidthScaled();
+ S32 height = gViewerWindow->getWindowHeightScaled();
+
+ if (gDisconnectedImagep)
+ {
+ LLGLSUIDefault gls_ui;
+ gViewerWindow->setup2DRender();
+ gGL.pushMatrix();
+ {
+ // scale ui to reflect UIScaleFactor
+ // this can't be done in setup2DRender because it requires a
+ // pushMatrix/popMatrix pair
+ const LLVector2& display_scale = gViewerWindow->getDisplayScale();
+ gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
+
+ gGL.getTexUnit(0)->bind(gDisconnectedImagep);
+ gGL.color4f(1.f, 1.f, 1.f, 1.f);
+ gl_rect_2d_simple_tex(width, height);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+ gGL.popMatrix();
+ }
+ gGL.flush();
+
+ gUIProgram.unbind();
+}
+
+void display_cleanup()
+{
+ gDisconnectedImagep = NULL;
+}
+