summaryrefslogtreecommitdiff
path: root/indra/newview/llviewerdisplay.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/llviewerdisplay.cpp')
-rw-r--r--indra/newview/llviewerdisplay.cpp42
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)
{