diff options
Diffstat (limited to 'indra/newview/llviewerdisplay.cpp')
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index e0bb8fedeb..5b733ed817 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -782,10 +782,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // 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->getWindowWidth(), - // (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeight(), - // (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidth(), - // (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeight()); + // 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); // glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear()); // glScalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f); @@ -874,7 +874,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) /// and then display it again with compositor effects. /// Using render to texture would be faster/better, but I don't have a /// grasp of their full display stack just yet. - // gPostProcess->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight()); + // gPostProcess->apply(gViewerWindow->getWindowWidthRaw(), gViewerWindow->getWindowHeightRaw()); if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) { @@ -1011,7 +1011,7 @@ void render_hud_attachments() BOOL setup_hud_matrices() { - LLRect whole_screen = gViewerWindow->getVirtualWindowRect(); + LLRect whole_screen = gViewerWindow->getWindowRectScaled(); // apply camera zoom transform (for high res screenshots) F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor(); @@ -1019,13 +1019,13 @@ BOOL setup_hud_matrices() if (zoom_factor > 1.f) { S32 num_horizontal_tiles = llceil(zoom_factor); - S32 tile_width = llround((F32)gViewerWindow->getWindowWidth() / zoom_factor); - S32 tile_height = llround((F32)gViewerWindow->getWindowHeight() / zoom_factor); + S32 tile_width = llround((F32)gViewerWindow->getWindowWidthScaled() / zoom_factor); + S32 tile_height = llround((F32)gViewerWindow->getWindowHeightScaled() / zoom_factor); int tile_y = sub_region / num_horizontal_tiles; int tile_x = sub_region - (tile_y * num_horizontal_tiles); glh::matrix4f mat; - whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWindowHeight() - (tile_y * tile_height), tile_width, tile_height); + whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWindowHeightScaled() - (tile_y * tile_height), tile_width, tile_height); } return setup_hud_matrices(whole_screen); @@ -1048,12 +1048,12 @@ BOOL setup_hud_matrices(const LLRect& screen_region) F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect(); glh::matrix4f mat; - F32 scale_x = (F32)gViewerWindow->getWindowWidth() / (F32)screen_region.getWidth(); - F32 scale_y = (F32)gViewerWindow->getWindowHeight() / (F32)screen_region.getHeight(); + F32 scale_x = (F32)gViewerWindow->getWindowWidthScaled() / (F32)screen_region.getWidth(); + F32 scale_y = (F32)gViewerWindow->getWindowHeightScaled() / (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(), 0.f, (F32)gViewerWindow->getWindowWidth(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio), - clamp_rescale((F32)screen_region.getCenterY(), 0.f, (F32)gViewerWindow->getWindowHeight(), 0.5f * scale_y, -0.5f * scale_y), + glh::vec3f(clamp_rescale((F32)screen_region.getCenterX(), 0.f, (F32)gViewerWindow->getWindowWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio), + clamp_rescale((F32)screen_region.getCenterY(), 0.f, (F32)gViewerWindow->getWindowHeightScaled(), 0.5f * scale_y, -0.5f * scale_y), 0.f)); proj *= mat; @@ -1269,8 +1269,8 @@ void render_ui_2d() 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 -= llround((F32)gViewerWindow->getWindowWidth() * (F32)pos_x / zoom_factor); - LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeight() * (F32)pos_y / zoom_factor); + LLFontGL::sCurOrigin.mX -= llround((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor); + LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor); } stop_glerror(); @@ -1280,8 +1280,8 @@ void render_ui_2d() if (gAgent.getAvatarObject() && gAgent.mHUDCurZoom < 0.98f) { glPushMatrix(); - S32 half_width = (gViewerWindow->getWindowWidth() / 2); - S32 half_height = (gViewerWindow->getWindowHeight() / 2); + S32 half_width = (gViewerWindow->getWindowWidthScaled() / 2); + S32 half_height = (gViewerWindow->getWindowHeightScaled() / 2); glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f); glTranslatef((F32)half_width, (F32)half_height, 0.f); F32 zoom = gAgent.mHUDCurZoom; @@ -1341,8 +1341,8 @@ void render_ui_2d() LLGLDisable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); - S32 width = gViewerWindow->getWindowWidth(); - S32 height = gViewerWindow->getWindowHeight(); + S32 width = gViewerWindow->getWindowWidthScaled(); + S32 height = gViewerWindow->getWindowHeightScaled(); gGL.getTexUnit(0)->bind(&gPipeline.mUIScreen); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.color4f(1,1,1,1); @@ -1411,8 +1411,8 @@ void render_disconnected_background() } // Make sure the progress view always fills the entire window. - S32 width = gViewerWindow->getWindowWidth(); - S32 height = gViewerWindow->getWindowHeight(); + S32 width = gViewerWindow->getWindowWidthScaled(); + S32 height = gViewerWindow->getWindowHeightScaled(); if (gDisconnectedImagep) { |