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-rw-r--r--indra/newview/llviewerdisplay.cpp2446
1 files changed, 1223 insertions, 1223 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 2a77146101..d65b44fd3a 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -87,10 +87,10 @@ extern bool gShiftFrame;
LLPointer<LLViewerTexture> gDisconnectedImagep = NULL;
// used to toggle renderer back on after teleport
-BOOL gTeleportDisplay = FALSE;
+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
+const F32 RESTORE_GL_TIME = 5.f; // Wait this long while reloading textures before we raise the curtain
BOOL gForceRenderLandFence = FALSE;
BOOL gDisplaySwapBuffers = FALSE;
@@ -125,84 +125,84 @@ 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();
- }
+ 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();
+ LLGLState::checkStates();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);
- LLGLSUIDefault gls_ui;
- gPipeline.disableLights();
+ LLGLSUIDefault gls_ui;
+ gPipeline.disableLights();
- if (gViewerWindow)
- gViewerWindow->setup2DRender();
- if (gViewerWindow)
- gViewerWindow->draw();
- gGL.flush();
+ if (gViewerWindow)
+ gViewerWindow->setup2DRender();
+ if (gViewerWindow)
+ gViewerWindow->draw();
+ gGL.flush();
- LLVertexBuffer::unbind();
+ LLVertexBuffer::unbind();
- LLGLState::checkStates();
+ LLGLState::checkStates();
- if (gViewerWindow && gViewerWindow->getWindow())
- gViewerWindow->getWindow()->swapBuffers();
+ if (gViewerWindow && gViewerWindow->getWindow())
+ gViewerWindow->getWindow()->swapBuffers();
- glClear(GL_DEPTH_BUFFER_BIT);
+ 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?
+ // 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;
+ // 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();
-
+
+ {
+ final_far *= 0.5f;
+ }
+ LLViewerCamera::getInstance()->setFar(final_far);
+ gViewerWindow->setup3DRender();
+
if (!gCubeSnapshot)
{
// Update land visibility too
@@ -213,30 +213,30 @@ void display_update_camera()
// Write some stats to LL_INFOS()
void display_stats()
{
- LL_PROFILE_ZONE_SCOPED
- F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency");
- if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - FPS");
- F32 fps = gRecentFrameCount / fps_log_freq;
- 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();
- }
- F32 asset_storage_log_freq = gSavedSettings.getF32("AssetStorageLogFrequency");
- if (asset_storage_log_freq > 0.f && gAssetStorageLogTime.getElapsedTimeF32() >= asset_storage_log_freq)
+ 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 - Asset Storage");
+ 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();
}
@@ -244,144 +244,144 @@ void display_stats()
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;
- }
+ 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!
@@ -390,521 +390,521 @@ 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;
+
+ 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;
- }
+ 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();
-
- {
+ { //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)
- {
+ 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;
- }
+ 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.
+ // 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)
- {
+ // 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);
- }
+ 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");
+ {
+ 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");
+ //////////////////////////
+ //
+ // 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)
- {
- // Render mirrors and associated hero probes before we render the rest of the scene.
- // This ensures the scene state in the hero probes are exactly the same as the rest of the scene before we render it.
+ if (LLViewerDynamicTexture::updateAllInstances())
+ {
+ gGL.setColorMask(true, true);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ }
+
+ gViewerWindow->setup3DViewport();
+
+ gPipeline.resetFrameStats(); // Reset per-frame statistics.
+
+ if (!gDisconnected)
+ {
+ // Render mirrors and associated hero probes before we render the rest of the scene.
+ // This ensures the scene state in the hero probes are exactly the same as the rest of the scene before we render it.
if (gPipeline.RenderMirrors && !gSnapshot && (gPipeline.RenderHeroProbeUpdateRate == 0 || (gFrameCount % gPipeline.RenderHeroProbeUpdateRate) == 0))
{
LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update hero probes");
gPipeline.mHeroProbeManager.update();
}
- 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("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
- {
+ // *TODO: merge these two methods
+ {
LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("HUD Update");
- LLHUDManager::getInstance()->updateEffects();
- LLHUDObject::updateAll();
- stop_glerror();
- }
+ 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();
+ 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);
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
- LLGLState::checkStates();
+ LLGLState::checkStates();
- if (!for_snapshot)
- {
+ if (!for_snapshot)
+ {
if (gFrameCount > 1 && !for_snapshot)
- { //for some reason, ATI 4800 series will error out if you
+ { //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();
+ LLVertexBuffer::unbind();
- LLGLState::checkStates();
+ LLGLState::checkStates();
- glh::matrix4f proj = get_current_projection();
- glh::matrix4f mod = get_current_modelview();
- glViewport(0,0,512,512);
+ glh::matrix4f proj = get_current_projection();
+ glh::matrix4f mod = get_current_modelview();
+ glViewport(0,0,512,512);
- LLVOAvatar::updateImpostors();
+ 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();
+ 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();
- }
+ 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");
-
- {
+ }
+
+ //////////////////////////////////////
+ //
+ // 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();
- }
+ 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.
- }
+ 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);
- }
+ 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
+ //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() ? TRUE : FALSE;
-
- LLGLState::checkStates();
-
- stop_glerror();
+ }
+ }
+
+ 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() ? TRUE : FALSE;
+
+ LLGLState::checkStates();
+
+ stop_glerror();
gGL.setColorMask(true, true);
@@ -936,94 +936,94 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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);
- }
-
- {
+
+ 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");
+ 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();
- }
+ 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
@@ -1070,7 +1070,7 @@ void display_cube_face()
}
LLSpatialGroup::sNoDelete = TRUE;
-
+
S32 occlusion = LLPipeline::sUseOcclusion;
LLPipeline::sUseOcclusion = 1; // 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
@@ -1084,7 +1084,7 @@ void display_cube_face()
glClearColor(0, 0, 0, 0);
gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
-
+
glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT);
{
@@ -1102,7 +1102,7 @@ void display_cube_face()
stop_glerror();
}
}
-
+
LLPipeline::sUseOcclusion = occlusion;
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
@@ -1121,13 +1121,13 @@ void display_cube_face()
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;
@@ -1143,200 +1143,200 @@ 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);
+ 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_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_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_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);
+
+ 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;
+ 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;
- }
+ 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);
+ 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);
+ 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;
+ 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)
@@ -1344,45 +1344,45 @@ 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();
- }
+ 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();
+ render_hud_elements();
LLGLState::checkStates();
- render_hud_attachments();
+ render_hud_attachments();
LLGLState::checkStates();
- LLGLSDefault gls_default;
- LLGLSUIDefault gls_ui;
- {
- gPipeline.disableLights();
- }
+ LLGLSDefault gls_default;
+ LLGLSUIDefault gls_ui;
+ {
+ gPipeline.disableLights();
+ }
bool render_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
if (render_ui)
@@ -1410,13 +1410,13 @@ void render_ui(F32 zoom_factor, int subfield)
gViewerWindow->setup2DRender();
gViewerWindow->updateDebugText();
gViewerWindow->drawDebugText();
- }
+ }
- if (!gSnapshot)
- {
- set_current_modelview(saved_view);
- gGL.popMatrix();
- }
+ if (!gSnapshot)
+ {
+ set_current_modelview(saved_view);
+ gGL.popMatrix();
+ }
}
void swap()
@@ -1424,112 +1424,112 @@ 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;
+ 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();
+ 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()
+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();
+ 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();
+ 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();
- }
+ // Coordinate axes
+ if (gSavedSettings.getBOOL("ShowAxes"))
+ {
+ draw_axes();
+ }
- gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
+ gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
@@ -1539,205 +1539,205 @@ void render_ui_3d()
gSky.addSunMoonBeacons();
}
- stop_glerror();
+ stop_glerror();
}
void render_ui_2d()
{
- LLGLSUIDefault gls_ui;
+ LLGLSUIDefault gls_ui;
- /////////////////////////////////////////////////////////////
- //
- // Render 2D UI elements that overlay the world (no z compare)
+ /////////////////////////////////////////////////////////////
+ //
+ // 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);
+ // Disable wireframe mode below here, as this is HUD/menus
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- // Menu overlays, HUD, etc
- gViewerWindow->setup2DRender();
+ // Menu overlays, HUD, etc
+ gViewerWindow->setup2DRender();
- F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
- S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
+ 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);
- }
+ 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();
+ stop_glerror();
- // render outline for HUD
- if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f)
- {
+ // 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();
+ 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)
- {
+ stop_glerror();
+ }
+
+
+ if (gSavedSettings.getBOOL("RenderUIBuffer"))
+ {
+ if (LLView::sIsRectDirty)
+ {
LLView::sIsRectDirty = false;
- LLRect t_rect;
+ LLRect t_rect;
- gPipeline.mRT->uiScreen.bindTarget();
- gGL.setColorMask(true, true);
- {
- static const S32 pad = 8;
+ 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;
+ LLGLEnable scissor(GL_SCISSOR_TEST);
+ static LLRect last_rect = LLView::sDirtyRect;
+
+ //union with last rect to avoid mouse poop
+ last_rect.unionWith(LLView::sDirtyRect);
- //union with last rect to avoid mouse poop
- last_rect.unionWith(LLView::sDirtyRect);
-
- t_rect = LLView::sDirtyRect;
+ t_rect = LLView::sDirtyRect;
LLView::sDirtyRect = last_rect;
- last_rect = t_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]);
- 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);
- LLRect clip_rect(last_rect);
-
- glClear(GL_COLOR_BUFFER_BIT);
+ glClear(GL_COLOR_BUFFER_BIT);
- gViewerWindow->draw();
- }
+ gViewerWindow->draw();
+ }
- gPipeline.mRT->uiScreen.flush();
- gGL.setColorMask(true, false);
+ 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);
+ }
+
+ 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();
+ 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;
+ gDisconnectedImagep = NULL;
}