diff options
Diffstat (limited to 'indra/newview/llviewerwindow.cpp')
-rw-r--r-- | indra/newview/llviewerwindow.cpp | 134 |
1 files changed, 0 insertions, 134 deletions
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index cd6b9e2c50..b4484ac736 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -3667,140 +3667,6 @@ void LLViewerWindow::playSnapshotAnimAndSound() BOOL LLViewerWindow::thumbnailSnapshot(LLImageRaw *raw, S32 preview_width, S32 preview_height, BOOL show_ui, BOOL do_rebuild, ESnapshotType type) { return rawSnapshot(raw, preview_width, preview_height, FALSE, FALSE, show_ui, do_rebuild, type); - - // *TODO below code was broken in deferred pipeline - /* - if ((!raw) || preview_width < 10 || preview_height < 10) - { - return FALSE; - } - - if(gResizeScreenTexture) //the window is resizing - { - return FALSE ; - } - - setCursor(UI_CURSOR_WAIT); - - // Hide all the UI widgets first and draw a frame - BOOL prev_draw_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); - - if ( prev_draw_ui != show_ui) - { - LLPipeline::toggleRenderDebugFeature((void*)LLPipeline::RENDER_DEBUG_FEATURE_UI); - } - - BOOL hide_hud = !gSavedSettings.getBOOL("RenderHUDInSnapshot") && LLPipeline::sShowHUDAttachments; - if (hide_hud) - { - LLPipeline::sShowHUDAttachments = FALSE; - } - - S32 render_name = gSavedSettings.getS32("RenderName"); - gSavedSettings.setS32("RenderName", 0); - LLVOAvatar::updateFreezeCounter(1) ; //pause avatar updating for one frame - - S32 w = preview_width ; - S32 h = preview_height ; - LLVector2 display_scale = mDisplayScale ; - mDisplayScale.setVec((F32)w / mWindowRectRaw.getWidth(), (F32)h / mWindowRectRaw.getHeight()) ; - LLRect window_rect = mWindowRectRaw; - mWindowRectRaw.set(0, h, w, 0); - - gDisplaySwapBuffers = FALSE; - gDepthDirty = TRUE; - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - setup3DRender(); - - LLFontGL::setFontDisplay(FALSE) ; - LLHUDText::setDisplayText(FALSE) ; - if (type == SNAPSHOT_TYPE_OBJECT_ID) - { - gObjectList.renderPickList(gViewerWindow->getWindowRectScaled(), FALSE, FALSE); - } - else - { - display(do_rebuild, 1.0f, 0, TRUE); - render_ui(); - } - - S32 glformat, gltype, glpixel_length ; - if(SNAPSHOT_TYPE_DEPTH == type) - { - glpixel_length = 4 ; - glformat = GL_DEPTH_COMPONENT ; - gltype = GL_FLOAT ; - } - else - { - glpixel_length = 3 ; - glformat = GL_RGB ; - gltype = GL_UNSIGNED_BYTE ; - } - - raw->resize(w, h, glpixel_length); - glReadPixels(0, 0, w, h, glformat, gltype, raw->getData()); - - if(SNAPSHOT_TYPE_DEPTH == type) - { - LLViewerCamera* camerap = LLViewerCamera::getInstance(); - F32 depth_conversion_factor_1 = (camerap->getFar() + camerap->getNear()) / (2.f * camerap->getFar() * camerap->getNear()); - F32 depth_conversion_factor_2 = (camerap->getFar() - camerap->getNear()) / (2.f * camerap->getFar() * camerap->getNear()); - - //calculate the depth - for (S32 y = 0 ; y < h ; y++) - { - for(S32 x = 0 ; x < w ; x++) - { - S32 i = (w * y + x) << 2 ; - - F32 depth_float_i = *(F32*)(raw->getData() + i); - - F32 linear_depth_float = 1.f / (depth_conversion_factor_1 - (depth_float_i * depth_conversion_factor_2)); - U8 depth_byte = F32_to_U8(linear_depth_float, camerap->getNear(), camerap->getFar()); - *(raw->getData() + i + 0) = depth_byte; - *(raw->getData() + i + 1) = depth_byte; - *(raw->getData() + i + 2) = depth_byte; - *(raw->getData() + i + 3) = 255; - } - } - } - - LLFontGL::setFontDisplay(TRUE) ; - LLHUDText::setDisplayText(TRUE) ; - mDisplayScale.setVec(display_scale) ; - mWindowRectRaw = window_rect; - setup3DRender(); - gDisplaySwapBuffers = FALSE; - gDepthDirty = TRUE; - - // POST SNAPSHOT - if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - LLPipeline::toggleRenderDebugFeature((void*)LLPipeline::RENDER_DEBUG_FEATURE_UI); - } - - if (hide_hud) - { - LLPipeline::sShowHUDAttachments = TRUE; - } - - setCursor(UI_CURSOR_ARROW); - - if (do_rebuild) - { - // If we had to do a rebuild, that means that the lists of drawables to be rendered - // was empty before we started. - // Need to reset these, otherwise we call state sort on it again when render gets called the next time - // and we stand a good chance of crashing on rebuild because the render drawable arrays have multiple copies of - // objects on them. - gPipeline.resetDrawOrders(); - } - - gSavedSettings.setS32("RenderName", render_name); - - return TRUE;*/ } // Saves the image from the screen to the specified filename and path. |