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-rw-r--r--indra/newview/pipeline.cpp1143
1 files changed, 561 insertions, 582 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index f3b8ad9008..3f8f7b278f 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1049,25 +1049,19 @@ void LLPipeline::updateRenderBump()
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
}
-//static
+// static
void LLPipeline::updateRenderDeferred()
{
- bool deferred = (bool(RenderDeferred &&
- LLRenderTarget::sUseFBO &&
- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- LLPipeline::sRenderBump &&
- RenderAvatarVP &&
- WindLightUseAtmosShaders)) &&
- !gUseWireframe;
-
- sRenderDeferred = deferred;
- if (deferred)
- { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
- sRenderGlow = true;
- }
+ sRenderDeferred = !gUseWireframe &&
+ RenderDeferred &&
+ LLRenderTarget::sUseFBO &&
+ LLPipeline::sRenderBump &&
+ RenderAvatarVP &&
+ WindLightUseAtmosShaders &&
+ (bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
}
-//static
+// static
void LLPipeline::refreshCachedSettings()
{
LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
@@ -1259,24 +1253,20 @@ void LLPipeline::createGLBuffers()
GLuint resX = gViewerWindow->getWorldViewWidthRaw();
GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if (LLPipeline::sRenderGlow)
- { //screen space glow buffers
- const U32 glow_res = llmax(1,
- llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
- }
+ // allocate screen space glow buffers
+ const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE);
+ }
- allocateScreenBuffer(resX,resY);
- mScreenWidth = 0;
- mScreenHeight = 0;
- }
-
- if (sRenderDeferred)
- {
+ allocateScreenBuffer(resX, resY);
+ mScreenWidth = 0;
+ mScreenHeight = 0;
+
+ if (sRenderDeferred)
+ {
if (!mNoiseMap)
{
const U32 noiseRes = 128;
@@ -7544,641 +7534,630 @@ void LLPipeline::bindScreenToTexture()
static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom");
-void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
+void LLPipeline::renderFinalize()
{
- if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow))
- {
- return;
- }
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
+ assertInitialized();
- assertInitialized();
+ if (gUseWireframe)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
+ LLVector2 tc1(0, 0);
+ LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2);
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) mScreen.getWidth()*2,
- (F32) mScreen.getHeight()*2);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
+ gGL.color4f(1, 1, 1, 1);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable cull(GL_CULL_FACE);
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
- gGL.color4f(1,1,1,1);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable cull(GL_CULL_FACE);
-
- enableLightsFullbright();
+ enableLightsFullbright();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDisable test(GL_ALPHA_TEST);
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
-
- {
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- mGlow[2].bindTarget();
- mGlow[2].clear();
- }
-
- gGlowExtractProgram.bind();
- F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
- F32 maxAlpha = RenderGlowMaxExtractAlpha;
- F32 warmthAmount = RenderGlowWarmthAmount;
- LLVector3 lumWeights = RenderGlowLumWeights;
- LLVector3 warmthWeights = RenderGlowWarmthWeights;
-
-
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
- gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
- gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
- LLGLEnable blend_on(GL_BLEND);
- LLGLEnable test(GL_ALPHA_TEST);
-
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT);
-
- gGL.color4f(1,1,1,1);
- gPipeline.enableLightsFullbright();
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(0)->unbind(mScreen.getUsage());
+ gGL.setColorMask(true, true);
+ glClearColor(0, 0, 0, 0);
- mGlow[2].flush();
- }
+ if (sRenderGlow)
+ {
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ mGlow[2].bindTarget();
+ mGlow[2].clear();
+ }
- tc1.setVec(0,0);
- tc2.setVec(2,2);
+ gGlowExtractProgram.bind();
+ F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
+ F32 maxAlpha = RenderGlowMaxExtractAlpha;
+ F32 warmthAmount = RenderGlowWarmthAmount;
+ LLVector3 lumWeights = RenderGlowLumWeights;
+ LLVector3 warmthWeights = RenderGlowWarmthWeights;
- // power of two between 1 and 1024
- U32 glowResPow = RenderGlowResolutionPow;
- const U32 glow_res = llmax(1,
- llmin(1024, 1 << glowResPow));
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1],
+ lumWeights.mV[2]);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1],
+ warmthWeights.mV[2]);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
+ LLGLEnable blend_on(GL_BLEND);
+ LLGLEnable test(GL_ALPHA_TEST);
- S32 kernel = RenderGlowIterations*2;
- F32 delta = RenderGlowWidth / glow_res;
- // Use half the glow width if we have the res set to less than 9 so that it looks
- // almost the same in either case.
- if (glowResPow < 9)
- {
- delta *= 0.5f;
- }
- F32 strength = RenderGlowStrength;
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
- gGlowProgram.bind();
- gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
+ mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT);
- for (S32 i = 0; i < kernel; i++)
- {
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- mGlow[i%2].bindTarget();
- mGlow[i%2].clear();
- }
-
- if (i == 0)
- {
- gGL.getTexUnit(0)->bind(&mGlow[2]);
- }
- else
- {
- gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
- }
+ gGL.color4f(1, 1, 1, 1);
+ gPipeline.enableLightsFullbright();
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- if (i%2 == 0)
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
- }
- else
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
- }
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- mGlow[i%2].flush();
- }
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- gGlowProgram.unbind();
+ gGL.end();
- /*if (LLRenderTarget::sUseFBO)
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }*/
+ gGL.getTexUnit(0)->unbind(mScreen.getUsage());
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+ mGlow[2].flush();
- tc2.setVec((F32) mScreen.getWidth(),
- (F32) mScreen.getHeight());
+ tc1.setVec(0, 0);
+ tc2.setVec(2, 2);
- gGL.flush();
-
- LLVertexBuffer::unbind();
+ // power of two between 1 and 1024
+ U32 glowResPow = RenderGlowResolutionPow;
+ const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow));
- if (LLPipeline::sRenderDeferred)
- {
+ S32 kernel = RenderGlowIterations * 2;
+ F32 delta = RenderGlowWidth / glow_res;
+ // Use half the glow width if we have the res set to less than 9 so that it looks
+ // almost the same in either case.
+ if (glowResPow < 9)
+ {
+ delta *= 0.5f;
+ }
+ F32 strength = RenderGlowStrength;
- bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
- (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
- RenderDepthOfField;
+ gGlowProgram.bind();
+ gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
+ for (S32 i = 0; i < kernel; i++)
+ {
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ mGlow[i % 2].bindTarget();
+ mGlow[i % 2].clear();
+ }
- bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
+ if (i == 0)
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[2]);
+ }
+ else
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]);
+ }
- gViewerWindow->setup3DViewport();
-
- if (dof_enabled)
- {
- LLGLSLShader* shader = &gDeferredPostProgram;
- LLGLDisable blend(GL_BLEND);
+ if (i % 2 == 0)
+ {
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
+ }
+ else
+ {
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
+ }
- //depth of field focal plane calculations
- static F32 current_distance = 16.f;
- static F32 start_distance = 16.f;
- static F32 transition_time = 1.f;
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- LLVector3 focus_point;
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
- if (obj && obj->mDrawable && obj->isSelected())
- { //focus on selected media object
- S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
- if (obj && obj->mDrawable)
- {
- LLFace* face = obj->mDrawable->getFace(face_idx);
- if (face)
- {
- focus_point = face->getPositionAgent();
- }
- }
- }
-
- if (focus_point.isExactlyZero())
- {
- if (LLViewerJoystick::getInstance()->getOverrideCamera())
- { //focus on point under cursor
- focus_point.set(gDebugRaycastIntersection.getF32ptr());
- }
- else if (gAgentCamera.cameraMouselook())
- { //focus on point under mouselook crosshairs
- LLVector4a result;
- result.clear();
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE,
- NULL,
- &result);
+ gGL.end();
- focus_point.set(result.getF32ptr());
- }
- else
- {
- //focus on alt-zoom target
- LLViewerRegion* region = gAgent.getRegion();
- if (region)
- {
- focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal());
- }
- }
- }
+ mGlow[i % 2].flush();
+ }
- LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
- F32 target_distance = 16.f;
- if (!focus_point.isExactlyZero())
- {
- target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
- }
+ gGlowProgram.unbind();
+ }
+ else // !sRenderGlow, skip the glow ping-pong and just clear the result target
+ {
+ mGlow[1].bindTarget();
+ mGlow[1].clear();
+ mGlow[1].flush();
+ }
- if (transition_time >= 1.f &&
- fabsf(current_distance-target_distance)/current_distance > 0.01f)
- { //large shift happened, interpolate smoothly to new target distance
- transition_time = 0.f;
- start_distance = current_distance;
- }
- else if (transition_time < 1.f)
- { //currently in a transition, continue interpolating
- transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value();
- transition_time = llmin(transition_time, 1.f);
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
- current_distance = start_distance + (target_distance-start_distance)*t;
- }
- else
- { //small or no change, just snap to target distance
- current_distance = target_distance;
- }
+ tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight());
- //convert to mm
- F32 subject_distance = current_distance*1000.f;
- F32 fnumber = CameraFNumber;
- F32 default_focal_length = CameraFocalLength;
+ gGL.flush();
- F32 fov = LLViewerCamera::getInstance()->getView();
-
- const F32 default_fov = CameraFieldOfView * F_PI/180.f;
-
- //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
-
- F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
+ LLVertexBuffer::unbind();
- F32 focal_length = dv/(2*tanf(fov/2.f));
-
- //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
-
- // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
- // where N = fnumber
- // s2 = dot distance
- // s1 = subject distance
- // f = focal length
- //
+ if (LLPipeline::sRenderDeferred)
+ {
- F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
- blur_constant /= 1000.f; //convert to meters for shader
- F32 magnification = focal_length/(subject_distance-focal_length);
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
+ (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
+ RenderDepthOfField;
- { //build diffuse+bloom+CoF
- mDeferredLight.bindTarget();
- shader = &gDeferredCoFProgram;
+ bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
- bindDeferredShader(*shader);
+ gViewerWindow->setup3DViewport();
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
+ if (dof_enabled)
+ {
+ LLGLSLShader *shader = &gDeferredPostProgram;
+ LLGLDisable blend(GL_BLEND);
- shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
- shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
- shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle));
- shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+ // depth of field focal plane calculations
+ static F32 current_distance = 16.f;
+ static F32 start_distance = 16.f;
+ static F32 transition_time = 1.f;
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ LLVector3 focus_point;
- unbindDeferredShader(*shader);
- mDeferredLight.flush();
- }
+ LLViewerObject *obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
+ if (obj && obj->mDrawable && obj->isSelected())
+ { // focus on selected media object
+ S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
+ if (obj && obj->mDrawable)
+ {
+ LLFace *face = obj->mDrawable->getFace(face_idx);
+ if (face)
+ {
+ focus_point = face->getPositionAgent();
+ }
+ }
+ }
- U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale);
- U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale);
-
- { //perform DoF sampling at half-res (preserve alpha channel)
- mScreen.bindTarget();
- glViewport(0,0, dof_width, dof_height);
- gGL.setColorMask(true, false);
+ if (focus_point.isExactlyZero())
+ {
+ if (LLViewerJoystick::getInstance()->getOverrideCamera())
+ { // focus on point under cursor
+ focus_point.set(gDebugRaycastIntersection.getF32ptr());
+ }
+ else if (gAgentCamera.cameraMouselook())
+ { // focus on point under mouselook crosshairs
+ LLVector4a result;
+ result.clear();
- shader = &gDeferredPostProgram;
- bindDeferredShader(*shader);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- if (channel > -1)
- {
- mDeferredLight.bindTexture(0, channel);
- }
+ gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, NULL, &result);
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ focus_point.set(result.getF32ptr());
+ }
+ else
+ {
+ // focus on alt-zoom target
+ LLViewerRegion *region = gAgent.getRegion();
+ if (region)
+ {
+ focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal());
+ }
+ }
+ }
- unbindDeferredShader(*shader);
- mScreen.flush();
- gGL.setColorMask(true, true);
- }
-
- { //combine result based on alpha
- if (multisample)
- {
- mDeferredLight.bindTarget();
- glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- }
- else
- {
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- }
+ LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+ F32 target_distance = 16.f;
+ if (!focus_point.isExactlyZero())
+ {
+ target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye);
+ }
- shader = &gDeferredDoFCombineProgram;
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
+ if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f)
+ { // large shift happened, interpolate smoothly to new target distance
+ transition_time = 0.f;
+ start_distance = current_distance;
+ }
+ else if (transition_time < 1.f)
+ { // currently in a transition, continue interpolating
+ transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value();
+ transition_time = llmin(transition_time, 1.f);
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1);
- shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1);
+ F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f;
+ current_distance = start_distance + (target_distance - start_distance) * t;
+ }
+ else
+ { // small or no change, just snap to target distance
+ current_distance = target_distance;
+ }
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ // convert to mm
+ F32 subject_distance = current_distance * 1000.f;
+ F32 fnumber = CameraFNumber;
+ F32 default_focal_length = CameraFocalLength;
- unbindDeferredShader(*shader);
+ F32 fov = LLViewerCamera::getInstance()->getView();
- if (multisample)
- {
- mDeferredLight.flush();
- }
- }
- }
- else
- {
- if (multisample)
- {
- mDeferredLight.bindTarget();
- }
- LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
-
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
+ const F32 default_fov = CameraFieldOfView * F_PI / 180.f;
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ // F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
- unbindDeferredShader(*shader);
+ F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f);
- if (multisample)
- {
- mDeferredLight.flush();
- }
- }
+ F32 focal_length = dv / (2 * tanf(fov / 2.f));
- if (multisample)
- {
- //bake out texture2D with RGBL for FXAA shader
- mFXAABuffer.bindTarget();
-
- S32 width = mScreen.getWidth();
- S32 height = mScreen.getHeight();
- glViewport(0, 0, width, height);
+ // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
- LLGLSLShader* shader = &gGlowCombineFXAAProgram;
+ // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
+ // where N = fnumber
+ // s2 = dot distance
+ // s1 = subject distance
+ // f = focal length
+ //
- shader->bind();
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+ F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length));
+ blur_constant /= 1000.f; // convert to meters for shader
+ F32 magnification = focal_length / (subject_distance - focal_length);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- if (channel > -1)
- {
- mDeferredLight.bindTexture(0, channel);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1,-1);
- gGL.vertex2f(-1,3);
- gGL.vertex2f(3,-1);
- gGL.end();
+ { // build diffuse+bloom+CoF
+ mDeferredLight.bindTarget();
+ shader = &gDeferredCoFProgram;
- gGL.flush();
+ bindDeferredShader(*shader);
- shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- shader->unbind();
-
- mFXAABuffer.flush();
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
- shader = &gFXAAProgram;
- shader->bind();
+ shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f);
+ shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
+ shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle));
+ shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
- if (channel > -1)
- {
- mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
- }
-
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
-
- F32 scale_x = (F32) width/mFXAABuffer.getWidth();
- F32 scale_y = (F32) height/mFXAABuffer.getHeight();
- shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
- shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y);
- shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
- shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1,-1);
- gGL.vertex2f(-1,3);
- gGL.vertex2f(3,-1);
- gGL.end();
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- gGL.flush();
- shader->unbind();
- }
- }
- else
- {
- U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
- LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
- buff->allocateBuffer(3,0,TRUE);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- LLStrider<LLVector3> v;
- LLStrider<LLVector2> uv1;
- LLStrider<LLVector2> uv2;
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- buff->getVertexStrider(v);
- buff->getTexCoord0Strider(uv1);
- buff->getTexCoord1Strider(uv2);
-
- uv1[0] = LLVector2(0, 0);
- uv1[1] = LLVector2(0, 2);
- uv1[2] = LLVector2(2, 0);
-
- uv2[0] = LLVector2(0, 0);
- uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
- uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
-
- v[0] = LLVector3(-1,-1,0);
- v[1] = LLVector3(-1,3,0);
- v[2] = LLVector3(3,-1,0);
-
- buff->flush();
+ gGL.end();
- LLGLDisable blend(GL_BLEND);
+ unbindDeferredShader(*shader);
+ mDeferredLight.flush();
+ }
- if (LLGLSLShader::sNoFixedFunction)
- {
- gGlowCombineProgram.bind();
- }
- else
- {
- //tex unit 0
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
- //tex unit 1
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- }
-
- gGL.getTexUnit(0)->bind(&mGlow[1]);
- gGL.getTexUnit(1)->bind(&mScreen);
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- buff->setBuffer(mask);
- buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gGlowCombineProgram.unbind();
- }
- else
- {
- gGL.getTexUnit(1)->disable();
- gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+ U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale);
+ U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale);
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
-
- }
+ { // perform DoF sampling at half-res (preserve alpha channel)
+ mScreen.bindTarget();
+ glViewport(0, 0, dof_width, dof_height);
+ gGL.setColorMask(true, false);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ shader = &gDeferredPostProgram;
+ bindDeferredShader(*shader);
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
- {
- if (LLGLSLShader::sNoFixedFunction)
- {
- gSplatTextureRectProgram.bind();
- }
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- gGL.setColorMask(true, false);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
- (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- LLGLEnable blend(GL_BLEND);
- gGL.color4f(1,1,1,0.75f);
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
+ gGL.end();
- gGL.begin(LLRender::TRIANGLES);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
- gGL.flush();
+ unbindDeferredShader(*shader);
+ mScreen.flush();
+ gGL.setColorMask(true, true);
+ }
- if (LLGLSLShader::sNoFixedFunction)
- {
- gSplatTextureRectProgram.unbind();
- }
- }
+ { // combine result based on alpha
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ }
+ else
+ {
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+ }
-
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
+ shader = &gDeferredDoFCombineProgram;
+ bindDeferredShader(*shader);
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
- LLVertexBuffer::unbind();
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+ shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1);
+ shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1);
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+ }
+ else
+ {
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ }
+ LLGLSLShader *shader = &gDeferredPostNoDoFProgram;
+
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+
+ if (multisample)
+ {
+ // bake out texture2D with RGBL for FXAA shader
+ mFXAABuffer.bindTarget();
+
+ S32 width = mScreen.getWidth();
+ S32 height = mScreen.getHeight();
+ glViewport(0, 0, width, height);
+
+ LLGLSLShader *shader = &gGlowCombineFXAAProgram;
+
+ shader->bind();
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1, -1);
+ gGL.vertex2f(-1, 3);
+ gGL.vertex2f(3, -1);
+ gGL.end();
+
+ gGL.flush();
+
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ shader->unbind();
+
+ mFXAABuffer.flush();
+
+ shader = &gFXAAProgram;
+ shader->bind();
+
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+ if (channel > -1)
+ {
+ mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
+ }
+
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+
+ F32 scale_x = (F32) width / mFXAABuffer.getWidth();
+ F32 scale_y = (F32) height / mFXAABuffer.getHeight();
+ shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
+ shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y,
+ 0.5f / width * scale_x, 0.5f / height * scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y,
+ 2.f / width * scale_x, 2.f / height * scale_y);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1, -1);
+ gGL.vertex2f(-1, 3);
+ gGL.vertex2f(3, -1);
+ gGL.end();
+
+ gGL.flush();
+ shader->unbind();
+ }
+ }
+ else // not deferred
+ {
+ U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
+ buff->allocateBuffer(3, 0, TRUE);
+
+ LLStrider<LLVector3> v;
+ LLStrider<LLVector2> uv1;
+ LLStrider<LLVector2> uv2;
+
+ buff->getVertexStrider(v);
+ buff->getTexCoord0Strider(uv1);
+ buff->getTexCoord1Strider(uv2);
+
+ uv1[0] = LLVector2(0, 0);
+ uv1[1] = LLVector2(0, 2);
+ uv1[2] = LLVector2(2, 0);
+
+ uv2[0] = LLVector2(0, 0);
+ uv2[1] = LLVector2(0, tc2.mV[1] * 2.f);
+ uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0);
+
+ v[0] = LLVector3(-1, -1, 0);
+ v[1] = LLVector3(-1, 3, 0);
+ v[2] = LLVector3(3, -1, 0);
+
+ buff->flush();
+
+ LLGLDisable blend(GL_BLEND);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gGlowCombineProgram.bind();
+ }
+ else
+ {
+ // tex unit 0
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
+ // tex unit 1
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR,
+ LLTexUnit::TBS_PREV_COLOR);
+ }
+
+ gGL.getTexUnit(0)->bind(&mGlow[1]);
+ gGL.getTexUnit(1)->bind(&mScreen);
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ buff->setBuffer(mask);
+ buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gGlowCombineProgram.unbind();
+ }
+ else
+ {
+ gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
+ }
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSplatTextureRectProgram.bind();
+ }
+
+ gGL.setColorMask(true, false);
+
+ LLVector2 tc1(0, 0);
+ LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2,
+ (F32) gViewerWindow->getWorldViewHeightRaw() * 2);
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.color4f(1, 1, 1, 0.75f);
+
+ gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+ gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSplatTextureRectProgram.unbind();
+ }
+ }
+
+ if (LLRenderTarget::sUseFBO)
+ { // copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0,
+ mScreen.getWidth(), mScreen.getHeight(),
+ GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
}
static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");