diff options
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/gltfscenemanager.cpp | 6 | ||||
-rw-r--r-- | indra/newview/llface.cpp | 6 | ||||
-rw-r--r-- | indra/newview/llgltfmaterialpreviewmgr.cpp | 8 | ||||
-rw-r--r-- | indra/newview/llhudrender.cpp | 29 | ||||
-rw-r--r-- | indra/newview/llmaniptranslate.cpp | 4 | ||||
-rw-r--r-- | indra/newview/llmodelpreview.cpp | 6 | ||||
-rw-r--r-- | indra/newview/llpanelprimmediacontrols.cpp | 17 | ||||
-rw-r--r-- | indra/newview/llreflectionmap.cpp | 11 | ||||
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 41 | ||||
-rw-r--r-- | indra/newview/llterrainpaintmap.cpp | 6 | ||||
-rw-r--r-- | indra/newview/llviewercamera.cpp | 267 | ||||
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 57 | ||||
-rw-r--r-- | indra/newview/llviewerwindow.cpp | 4 | ||||
-rw-r--r-- | indra/newview/llvoavatar.cpp | 30 | ||||
-rw-r--r-- | indra/newview/llvotree.cpp | 9 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 314 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 10 |
17 files changed, 329 insertions, 496 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp index e55d630940..ce54fa4c12 100644 --- a/indra/newview/gltfscenemanager.cpp +++ b/indra/newview/gltfscenemanager.cpp @@ -807,10 +807,10 @@ void GLTFSceneManager::bind(Asset& asset, Material& material) LLMatrix4a inverse(const LLMatrix4a& mat) { - glh::matrix4f m((F32*)mat.mMatrix); - m = m.inverse(); + glm::mat4 m = glm::make_mat4((F32*)mat.mMatrix); + m = glm::inverse(m); LLMatrix4a ret; - ret.loadu(m.m); + ret.loadu(glm::value_ptr(m)); return ret; } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index a1ec75e34b..48fddc32db 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1487,9 +1487,9 @@ bool LLFace::getGeometryVolume(const LLVolume& volume, } //TODO -- cache this (check profile marker above)? - glh::matrix4f m((F32*) skin->mBindShapeMatrix.getF32ptr()); - m = m.inverse().transpose(); - mat_normal.loadu(m.m); + glm::mat4 m = glm::make_mat4((F32*)skin->mBindShapeMatrix.getF32ptr()); + m = glm::transpose(glm::inverse(m)); + mat_normal.loadu(glm::value_ptr(m)); } else { diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp index e38ba8762a..294b445694 100644 --- a/indra/newview/llgltfmaterialpreviewmgr.cpp +++ b/indra/newview/llgltfmaterialpreviewmgr.cpp @@ -471,10 +471,10 @@ bool LLGLTFPreviewTexture::render() PreviewSphere& preview_sphere = get_preview_sphere(mGLTFMaterial, object_transform); gPipeline.setupHWLights(); - glh::matrix4f mat = copy_matrix(gGLModelView); - glh::vec4f transformed_light_dir(light_dir.mV); - mat.mult_matrix_vec(transformed_light_dir); - SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir.v)); + glm::mat4 mat = get_current_modelview(); + glm::vec4 transformed_light_dir = glm::make_vec4(light_dir.mV); + transformed_light_dir = mat * transformed_light_dir; + SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(glm::value_ptr(transformed_light_dir))); // Override lights to ensure the sun is always shining from a certain direction (low graphics) // See also force_sun_direction_high_graphics and fixup_shader_constants { diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp index f027aa5552..4180e49e94 100644 --- a/indra/newview/llhudrender.cpp +++ b/indra/newview/llhudrender.cpp @@ -38,6 +38,9 @@ #include "llviewerwindow.h" #include "llui.h" +#include <glm/gtc/matrix_transform.hpp> +#include <glm/gtc/type_ptr.hpp> + void hud_render_utf8text(const std::string &str, const LLVector3 &pos_agent, LLFontVertexBuffer *font_buffer, const LLFontGL &font, @@ -102,26 +105,10 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, //get the render_pos in screen space - F64 winX, winY, winZ; LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); - S32 viewport[4]; - viewport[0] = world_view_rect.mLeft; - viewport[1] = world_view_rect.mBottom; - viewport[2] = world_view_rect.getWidth(); - viewport[3] = world_view_rect.getHeight(); - - F64 mdlv[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - mdlv[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } + glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); - gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2], - mdlv, proj, (GLint*) viewport, - &winX, &winY, &winZ); + glm::vec3 win_coord = glm::project(glm::make_vec3(render_pos.mV), get_current_modelview(), get_current_projection(), viewport); //fonts all render orthographically, set up projection`` gGL.matrixMode(LLRender::MM_PROJECTION); @@ -133,11 +120,11 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, gl_state_for_2d(world_view_rect.getWidth(), world_view_rect.getHeight()); gViewerWindow->setup3DViewport(); - winX -= world_view_rect.mLeft; - winY -= world_view_rect.mBottom; + win_coord.x -= world_view_rect.mLeft; + win_coord.y -= world_view_rect.mBottom; LLUI::loadIdentity(); gGL.loadIdentity(); - LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f)); + LLUI::translate((F32) win_coord.x*1.0f/LLFontGL::sScaleX, (F32) win_coord.y*1.0f/(LLFontGL::sScaleY), -(((F32) win_coord.z*2.f)-1.f)); F32 right_x; if (font_buffer) diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index c9c7d26d33..060fe0d600 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1676,9 +1676,9 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, normal = -normal; } F32 d = -(selection_center * normal); - glh::vec4f plane(normal.mV[0], normal.mV[1], normal.mV[2], d ); + glm::vec4 plane(normal.mV[0], normal.mV[1], normal.mV[2], d ); - gGL.getModelviewMatrix().inverse().mult_vec_matrix(plane); + plane = glm::inverse(gGL.getModelviewMatrix()) * plane; static LLStaticHashedString sClipPlane("clip_plane"); gClipProgram.uniform4fv(sClipPlane, 1, plane.v); diff --git a/indra/newview/llmodelpreview.cpp b/indra/newview/llmodelpreview.cpp index df573bd785..ef09cfa55b 100644 --- a/indra/newview/llmodelpreview.cpp +++ b/indra/newview/llmodelpreview.cpp @@ -2828,9 +2828,9 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) LLMatrix4a mat_normal; if (skinned) { - glh::matrix4f m((F32*)mdl->mSkinInfo.mBindShapeMatrix.getF32ptr()); - m = m.inverse().transpose(); - mat_normal.loadu(m.m); + glm::mat4 m = glm::make_mat4((F32*)mdl->mSkinInfo.mBindShapeMatrix.getF32ptr()); + m = glm::transpose(glm::inverse(m)); + mat_normal.loadu(glm::value_ptr(m)); } S32 num_faces = mdl->getNumVolumeFaces(); diff --git a/indra/newview/llpanelprimmediacontrols.cpp b/indra/newview/llpanelprimmediacontrols.cpp index 4e905ae0fd..4db0a5b59d 100644 --- a/indra/newview/llpanelprimmediacontrols.cpp +++ b/indra/newview/llpanelprimmediacontrols.cpp @@ -63,11 +63,10 @@ #include "llfloatertools.h" // to enable hide if build tools are up #include "llvector4a.h" -// Functions pulled from pipeline.cpp -glh::matrix4f get_current_modelview(); -glh::matrix4f get_current_projection(); +#include <glm/gtx/transform2.hpp> + // Functions pulled from llviewerdisplay.cpp -bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model); +bool get_hud_matrices(glm::mat4 &proj, glm::mat4 &model); // Warning: make sure these two match! const LLPanelPrimMediaControls::EZoomLevel LLPanelPrimMediaControls::kZoomLevels[] = { ZOOM_NONE, ZOOM_MEDIUM }; @@ -646,13 +645,13 @@ void LLPanelPrimMediaControls::updateShape() vert_it = vect_face.begin(); vert_end = vect_face.end(); - glh::matrix4f mat; + glm::mat4 mat; if (!is_hud) { mat = get_current_projection() * get_current_modelview(); } else { - glh::matrix4f proj, modelview; + glm::mat4 proj, modelview; if (get_hud_matrices(proj, modelview)) mat = proj * modelview; } @@ -661,11 +660,11 @@ void LLPanelPrimMediaControls::updateShape() for(; vert_it != vert_end; ++vert_it) { // project silhouette vertices into screen space - glh::vec3f screen_vert = glh::vec3f(vert_it->mV); - mat.mult_matrix_vec(screen_vert); + glm::vec3 screen_vert(glm::make_vec3(vert_it->mV)); + screen_vert = mul_mat4_vec3(mat, screen_vert); // add to screenspace bounding box - update_min_max(min, max, LLVector3(screen_vert.v)); + update_min_max(min, max, LLVector3(glm::value_ptr(screen_vert))); } // convert screenspace bbox to pixels (in screen coords) diff --git a/indra/newview/llreflectionmap.cpp b/indra/newview/llreflectionmap.cpp index 8d164b6883..f77d37f821 100644 --- a/indra/newview/llreflectionmap.cpp +++ b/indra/newview/llreflectionmap.cpp @@ -253,23 +253,22 @@ bool LLReflectionMap::getBox(LLMatrix4& box) LLVolume* volume = mViewerObject->getVolume(); if (volume && mViewerObject->getReflectionProbeIsBox()) { - glh::matrix4f mv(gGLModelView); - glh::matrix4f scale; + glm::mat4 mv(get_current_modelview()); LLVector3 s = mViewerObject->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f)); mRadius = s.magVec(); - scale.set_scale(glh::vec3f(s.mV)); + glm::mat4 scale = glm::scale(glm::make_vec3(s.mV)); if (mViewerObject->mDrawable != nullptr) { // object to agent space (no scale) - glh::matrix4f rm((F32*)mViewerObject->mDrawable->getWorldMatrix().mMatrix); + glm::mat4 rm(glm::make_mat4((F32*)mViewerObject->mDrawable->getWorldMatrix().mMatrix)); // construct object to camera space (with scale) mv = mv * rm * scale; // inverse is camera space to object unit cube - mv = mv.inverse(); + mv = glm::inverse(mv); - box = LLMatrix4(mv.m); + box = LLMatrix4(glm::value_ptr(mv)); return true; } diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index e05b6f3736..6f9de57d2a 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -996,38 +996,33 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) } //transform water plane to eye space - glh::vec3f norm(0.f, 0.f, 1.f); - glh::vec3f p(0.f, 0.f, water_height); + glm::vec3 norm(0.f, 0.f, 1.f); + glm::vec3 p(0.f, 0.f, water_height); - F32 modelView[16]; - for (U32 i = 0; i < 16; i++) - { - modelView[i] = (F32)gGLModelView[i]; - } + glm::mat4 mat = get_current_modelview(); + glm::mat4 invtrans = glm::transpose(glm::inverse(mat)); + invtrans[0][3] = invtrans[1][3] = invtrans[2][3] = 0.f; - glh::matrix4f mat(modelView); - glh::matrix4f invtrans = mat.inverse().transpose(); - invtrans.m[3] = invtrans.m[7] = invtrans.m[11] = 0.f; - glh::vec3f enorm; - glh::vec3f ep; - invtrans.mult_matrix_vec(norm, enorm); - enorm.normalize(); - mat.mult_matrix_vec(p, ep); + glm::vec3 enorm; + glm::vec3 ep; + enorm = mul_mat4_vec3(invtrans, norm); + enorm = glm::normalize(enorm); + ep = mul_mat4_vec3(mat, p); - LLVector4 waterPlane(enorm.v[0], enorm.v[1], enorm.v[2], -ep.dot(enorm)); + LLVector4 waterPlane(enorm.x, enorm.y, enorm.z, -glm::dot(ep, enorm)); - norm = glh::vec3f(gPipeline.mHeroProbeManager.mMirrorNormal.mV); - p = glh::vec3f(gPipeline.mHeroProbeManager.mMirrorPosition.mV); - invtrans.mult_matrix_vec(norm, enorm); - enorm.normalize(); - mat.mult_matrix_vec(p, ep); + norm = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorNormal.mV); + p = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorPosition.mV); + enorm = mul_mat4_vec3(invtrans, norm); + enorm = glm::normalize(enorm); + ep = mul_mat4_vec3(mat, p); - LLVector4 mirrorPlane(enorm.v[0], enorm.v[1], enorm.v[2], -ep.dot(enorm)); + glm::vec4 mirrorPlane(enorm, -glm::dot(ep, enorm)); LLDrawPoolAlpha::sWaterPlane = waterPlane; shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, waterPlane.mV); - shader->uniform4fv(LLShaderMgr::CLIP_PLANE, mirrorPlane.mV); + shader->uniform4fv(LLShaderMgr::CLIP_PLANE, glm::value_ptr(mirrorPlane)); LLVector4 light_direction = env.getClampedLightNorm(); if (gPipeline.mHeroProbeManager.isMirrorPass()) diff --git a/indra/newview/llterrainpaintmap.cpp b/indra/newview/llterrainpaintmap.cpp index 4381d14546..8ccde74c93 100644 --- a/indra/newview/llterrainpaintmap.cpp +++ b/indra/newview/llterrainpaintmap.cpp @@ -111,12 +111,12 @@ bool LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(const LLViewerRegion& const LLRect texture_rect(0, scratch_target.getHeight(), scratch_target.getWidth(), 0); glViewport(texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight()); // Manually get modelview matrix from camera orientation. - glh::matrix4f modelview((GLfloat *) OGL_TO_CFR_ROTATION); + glm::mat4 modelview(glm::make_mat4((GLfloat *) OGL_TO_CFR_ROTATION)); GLfloat ogl_matrix[16]; camera.getOpenGLTransform(ogl_matrix); - modelview *= glh::matrix4f(ogl_matrix); + modelview *= glm::make_mat4(ogl_matrix); gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(modelview.m); + gGL.loadMatrix(glm::value_ptr(modelview)); // Override the projection matrix from the camera gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index 766280e145..aa43b2dbad 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -60,28 +60,6 @@ LLTrace::CountStatHandle<> LLViewerCamera::sAngularVelocityStat("camera_angular_ LLViewerCamera::eCameraID LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; -//glu pick matrix implementation borrowed from Mesa3D -glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport) -{ - GLfloat m[16]; - GLfloat sx, sy; - GLfloat tx, ty; - - sx = viewport[2] / width; - sy = viewport[3] / height; - tx = (viewport[2] + 2.f * (viewport[0] - x)) / width; - ty = (viewport[3] + 2.f * (viewport[1] - y)) / height; - - #define M(row,col) m[col*4+row] - M(0,0) = sx; M(0,1) = 0.f; M(0,2) = 0.f; M(0,3) = tx; - M(1,0) = 0.f; M(1,1) = sy; M(1,2) = 0.f; M(1,3) = ty; - M(2,0) = 0.f; M(2,1) = 0.f; M(2,2) = 1.f; M(2,3) = 0.f; - M(3,0) = 0.f; M(3,1) = 0.f; M(3,2) = 0.f; M(3,3) = 1.f; - #undef M - - return glh::matrix4f(m); -} - LLViewerCamera::LLViewerCamera() : LLCamera() { calcProjection(getFar()); @@ -204,59 +182,52 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const //static void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, bool ortho, bool zflip, bool no_hacks) { - GLint* viewport = (GLint*) gGLViewport; - F64 model[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - model[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } - - GLdouble objX,objY,objZ; + glm::ivec4 viewport = glm::make_vec4((GLint*) gGLViewport); + glm::mat4 model = get_current_modelview(); + glm::mat4 proj = get_current_projection(); LLVector3 frust[8]; + glm::vec3 obj; if (no_hacks) { - gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); - frust[0].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); - frust[1].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); - frust[2].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); - frust[3].setVec((F32)objX,(F32)objY,(F32)objZ); - - gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); - frust[4].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); - frust[5].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); - frust[6].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); - frust[7].setVec((F32)objX,(F32)objY,(F32)objZ); + obj = glm::unProject(glm::vec3(viewport[0], viewport[1], 0), model, proj, viewport); + frust[0].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1],0),model,proj,viewport); + frust[1].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1]+viewport[3],0),model,proj,viewport); + frust[2].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1]+viewport[3],0),model,proj,viewport); + frust[3].setVec(glm::value_ptr(obj)); + + obj = glm::unProject(glm::vec3(viewport[0],viewport[1],1),model,proj,viewport); + frust[4].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1],1),model,proj,viewport); + frust[5].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1]+viewport[3],1),model,proj,viewport); + frust[6].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1]+viewport[3],1),model,proj,viewport); + frust[7].setVec(glm::value_ptr(obj)); } else if (zflip) { - gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); - frust[0].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); - frust[1].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); - frust[2].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); - frust[3].setVec((F32)objX,(F32)objY,(F32)objZ); - - gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); - frust[4].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); - frust[5].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); - frust[6].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); - frust[7].setVec((F32)objX,(F32)objY,(F32)objZ); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1]+viewport[3],0),model,proj,viewport); + frust[0].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1]+viewport[3],0),model,proj,viewport); + frust[1].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1],0),model,proj,viewport); + frust[2].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1],0),model,proj,viewport); + frust[3].setVec(glm::value_ptr(obj)); + + obj = glm::unProject(glm::vec3(viewport[0],viewport[1]+viewport[3],1),model,proj,viewport); + frust[4].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1]+viewport[3],1),model,proj,viewport); + frust[5].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1],1),model,proj,viewport); + frust[6].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1],1),model,proj,viewport); + frust[7].setVec(glm::value_ptr(obj)); for (U32 i = 0; i < 4; i++) { @@ -267,14 +238,14 @@ void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, bool ortho, bool zfli } else { - gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); - frust[0].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); - frust[1].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); - frust[2].setVec((F32)objX,(F32)objY,(F32)objZ); - gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); - frust[3].setVec((F32)objX,(F32)objY,(F32)objZ); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1],0),model,proj,viewport); + frust[0].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1],0),model,proj,viewport); + frust[1].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0]+viewport[2],viewport[1]+viewport[3],0),model,proj,viewport); + frust[2].setVec(glm::value_ptr(obj)); + obj = glm::unProject(glm::vec3(viewport[0],viewport[1]+viewport[3],0),model,proj,viewport); + frust[3].setVec(glm::value_ptr(obj)); if (ortho) { @@ -304,7 +275,7 @@ void LLViewerCamera::setPerspective(bool for_selection, F32 z_near, F32 z_far) { F32 fov_y, aspect; - fov_y = RAD_TO_DEG * getView(); + fov_y = getView(); bool z_default_far = false; if (z_far <= 0) { @@ -321,20 +292,19 @@ void LLViewerCamera::setPerspective(bool for_selection, gGL.matrixMode(LLRender::MM_PROJECTION); gGL.loadIdentity(); - glh::matrix4f proj_mat; + glm::mat4 proj_mat = glm::identity<glm::mat4>(); if (for_selection) { // make a tiny little viewport // anything drawn into this viewport will be "selected" - GLint viewport[4]; - viewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - viewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - viewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - viewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glm::ivec4 viewport(gViewerWindow->getWorldViewRectRaw().mLeft, + gViewerWindow->getWorldViewRectRaw().mBottom, + gViewerWindow->getWorldViewRectRaw().getWidth(), + gViewerWindow->getWorldViewRectRaw().getHeight()); - proj_mat = gl_pick_matrix(x+width/2.f, y_from_bot+height/2.f, (GLfloat) width, (GLfloat) height, viewport); + proj_mat = glm::pickMatrix(glm::vec2(x + width / 2.f, y_from_bot + height / 2.f), glm::vec2((GLfloat)width, (GLfloat)height), viewport); if (limit_select_distance) { @@ -365,37 +335,35 @@ void LLViewerCamera::setPerspective(bool for_selection, float offset = mZoomFactor - 1.f; int pos_y = mZoomSubregion / llceil(mZoomFactor); int pos_x = mZoomSubregion - (pos_y*llceil(mZoomFactor)); - glh::matrix4f translate; - translate.set_translate(glh::vec3f(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f)); - glh::matrix4f scale; - scale.set_scale(glh::vec3f(mZoomFactor, mZoomFactor, 1.f)); - proj_mat = scale*proj_mat; - proj_mat = translate*proj_mat; + glm::mat4 translate; + translate = glm::translate(glm::vec3(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f)); + glm::mat4 scale; + scale = glm::scale(glm::vec3(mZoomFactor, mZoomFactor, 1.f)); + + proj_mat = scale * proj_mat; + proj_mat = translate * proj_mat; } calcProjection(z_far); // Update the projection matrix cache - proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far); + proj_mat *= glm::perspective(fov_y,aspect,z_near,z_far); - gGL.loadMatrix(proj_mat.m); + gGL.loadMatrix(glm::value_ptr(proj_mat)); - for (U32 i = 0; i < 16; i++) - { - gGLProjection[i] = proj_mat.m[i]; - } + set_current_projection(proj_mat); gGL.matrixMode(LLRender::MM_MODELVIEW); - glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION); + glm::mat4 modelview(glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION)); GLfloat ogl_matrix[16]; getOpenGLTransform(ogl_matrix); - modelview *= glh::matrix4f(ogl_matrix); + modelview *= glm::make_mat4(ogl_matrix); - gGL.loadMatrix(modelview.m); + gGL.loadMatrix(glm::value_ptr(modelview)); if (for_selection && (width > 1 || height > 1)) { @@ -413,10 +381,7 @@ void LLViewerCamera::setPerspective(bool for_selection, if (!for_selection && mZoomFactor == 1.f) { // Save GL matrices for access elsewhere in code, especially project_world_to_screen - for (U32 i = 0; i < 16; i++) - { - gGLModelView[i] = modelview.m[i]; - } + set_current_modelview(modelview); } updateFrustumPlanes(*this); @@ -427,24 +392,8 @@ void LLViewerCamera::setPerspective(bool for_selection, // screen coordinates to the agent's region. void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const { - GLdouble x, y, z; - - F64 mdlv[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - mdlv[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } - - gluUnProject( - GLdouble(screen_x), GLdouble(screen_y), 0.0, - mdlv, proj, (GLint*)gGLViewport, - &x, - &y, - &z ); - pos_agent->setVec( (F32)x, (F32)y, (F32)z ); + glm::vec3 agent_coord = glm::unProject(glm::vec3(screen_x, screen_y, 0.f), get_current_modelview(), get_current_projection(), glm::make_vec4(gGLViewport)); + pos_agent->setVec( (F32)agent_coord.x, (F32)agent_coord.y, (F32)agent_coord.z ); } // Uses the last GL matrices set in set_perspective to project a point from @@ -453,7 +402,6 @@ void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 scree bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const bool clamp) const { bool in_front = true; - GLdouble x, y, z; // object's window coords, GL-style LLVector3 dir_to_point = pos_agent - getOrigin(); dir_to_point /= dir_to_point.magVec(); @@ -471,35 +419,20 @@ bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord } LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); - S32 viewport[4]; - viewport[0] = world_view_rect.mLeft; - viewport[1] = world_view_rect.mBottom; - viewport[2] = world_view_rect.getWidth(); - viewport[3] = world_view_rect.getHeight(); - - F64 mdlv[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - mdlv[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } + glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); + glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport); - if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ], - mdlv, proj, (GLint*)viewport, - &x, &y, &z)) { // convert screen coordinates to virtual UI coordinates - x /= gViewerWindow->getDisplayScale().mV[VX]; - y /= gViewerWindow->getDisplayScale().mV[VY]; + win_coord.x /= gViewerWindow->getDisplayScale().mV[VX]; + win_coord.y /= gViewerWindow->getDisplayScale().mV[VY]; // should now have the x,y coords of grab_point in screen space LLRect world_rect = gViewerWindow->getWorldViewRectScaled(); // convert to pixel coordinates - S32 int_x = lltrunc(x); - S32 int_y = lltrunc(y); + S32 int_x = lltrunc(win_coord.x); + S32 int_y = lltrunc(win_coord.y); bool valid = true; @@ -561,10 +494,6 @@ bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord return in_front && valid; } } - else - { - return false; - } } // Uses the last GL matrices set in set_perspective to project a point from @@ -583,49 +512,33 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, } LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); - S32 viewport[4]; - viewport[0] = world_view_rect.mLeft; - viewport[1] = world_view_rect.mBottom; - viewport[2] = world_view_rect.getWidth(); - viewport[3] = world_view_rect.getHeight(); - GLdouble x, y, z; // object's window coords, GL-style - F64 mdlv[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - mdlv[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } + glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); + glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport); - if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], - pos_agent.mV[VZ], mdlv, - proj, (GLint*)viewport, - &x, &y, &z)) { - x /= gViewerWindow->getDisplayScale().mV[VX]; - y /= gViewerWindow->getDisplayScale().mV[VY]; + win_coord.x /= gViewerWindow->getDisplayScale().mV[VX]; + win_coord.y /= gViewerWindow->getDisplayScale().mV[VY]; // should now have the x,y coords of grab_point in screen space const LLRect& world_rect = gViewerWindow->getWorldViewRectScaled(); // ...sanity check - S32 int_x = lltrunc(x); - S32 int_y = lltrunc(y); + S32 int_x = lltrunc(win_coord.x); + S32 int_y = lltrunc(win_coord.y); // find the center - GLdouble center_x = (GLdouble)world_rect.getCenterX(); - GLdouble center_y = (GLdouble)world_rect.getCenterY(); + F32 center_x = (F32)world_rect.getCenterX(); + F32 center_y = (F32)world_rect.getCenterY(); - if (x == center_x && y == center_y) + if (win_coord.x == center_x && win_coord.y == center_y) { // can't project to edge from exact center return false; } // find the line from center to local - GLdouble line_x = x - center_x; - GLdouble line_y = y - center_y; + F32 line_x = win_coord.x - center_x; + F32 line_y = win_coord.y - center_y; int_x = lltrunc(center_x); int_y = lltrunc(center_y); @@ -646,11 +559,11 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, else if (0 == world_rect.getWidth()) { // the diagonal slope of the view is undefined - if (y < world_rect.mBottom) + if (win_coord.y < world_rect.mBottom) { int_y = world_rect.mBottom; } - else if ( y > world_rect.mTop) + else if (win_coord.y > world_rect.mTop) { int_y = world_rect.mTop; } @@ -672,7 +585,7 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, // top int_y = world_rect.mTop; } - int_x = lltrunc(((GLdouble)int_y - center_y) / line_slope + center_x); + int_x = lltrunc(((F32)int_y - center_y) / line_slope + center_x); } else if (fabs(line_slope) < rect_slope) { @@ -686,7 +599,7 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, // right int_x = world_rect.mRight; } - int_y = lltrunc(((GLdouble)int_x - center_x) * line_slope + center_y); + int_y = lltrunc(((F32)int_x - center_x) * line_slope + center_y); } else { diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 9bd0973cc0..301ea5c5f6 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -81,6 +81,10 @@ #include "llenvironment.h" #include "llperfstats.h" +#include <glm/glm.hpp> +#include <glm/gtc/matrix_transform.hpp> +#include <glm/gtc/type_ptr.hpp> + extern LLPointer<LLViewerTexture> gStartTexture; extern bool gShiftFrame; @@ -760,8 +764,8 @@ void display(bool rebuild, F32 zoom_factor, int subfield, bool for_snapshot) LLGLState::checkStates(); - glh::matrix4f proj = get_current_projection(); - glh::matrix4f mod = get_current_modelview(); + glm::mat4 proj = get_current_projection(); + glm::mat4 mod = get_current_modelview(); glViewport(0,0,512,512); LLVOAvatar::updateImpostors(); @@ -769,9 +773,9 @@ void display(bool rebuild, F32 zoom_factor, int subfield, bool for_snapshot) set_current_projection(proj); set_current_modelview(mod); gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.loadMatrix(proj.m); + gGL.loadMatrix(glm::value_ptr(proj)); gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(mod.m); + gGL.loadMatrix(glm::value_ptr(mod)); gViewerWindow->setup3DViewport(); LLGLState::checkStates(); @@ -1148,8 +1152,8 @@ void render_hud_attachments() gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f current_proj = get_current_projection(); - glh::matrix4f current_mod = get_current_modelview(); + glm::mat4 current_proj = get_current_projection(); + glm::mat4 current_mod = get_current_modelview(); // clamp target zoom level to reasonable values gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f); @@ -1273,7 +1277,7 @@ LLRect get_whole_screen_region() return whole_screen; } -bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model) +bool get_hud_matrices(const LLRect& screen_region, glm::mat4 &proj, glm::mat4&model) { if (isAgentAvatarValid() && gAgentAvatarp->hasHUDAttachment()) { @@ -1281,28 +1285,29 @@ bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::mat 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; + proj = glm::ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth); + proj[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)); + glm::mat4 mat = glm::identity<glm::mat4>(); + mat = glm::translate(mat, + glm::vec3(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)); + mat = glm::scale(mat, glm::vec3(scale_x, scale_y, 1.f)); + proj *= mat; + glm::mat4 tmp_model = glm::make_mat4(OGL_TO_CFR_ROTATION); + mat = glm::identity<glm::mat4>(); + mat = glm::translate(mat, glm::vec3(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f)); + mat = glm::scale(mat, glm::vec3(zoom_level)); tmp_model *= mat; model = tmp_model; + return true; } else @@ -1311,7 +1316,7 @@ bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::mat } } -bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model) +bool get_hud_matrices(glm::mat4 &proj, glm::mat4&model) { LLRect whole_screen = get_whole_screen_region(); return get_hud_matrices(whole_screen, proj, model); @@ -1325,17 +1330,17 @@ bool setup_hud_matrices() bool setup_hud_matrices(const LLRect& screen_region) { - glh::matrix4f proj, model; + glm::mat4 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); + gGL.loadMatrix(glm::value_ptr(proj)); set_current_projection(proj); gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(model.m); + gGL.loadMatrix(glm::value_ptr(model)); set_current_modelview(model); return true; } @@ -1347,13 +1352,13 @@ void render_ui(F32 zoom_factor, int subfield) LL_PROFILE_GPU_ZONE("ui"); LLGLState::checkStates(); - glh::matrix4f saved_view = get_current_modelview(); + glm::mat4 saved_view = get_current_modelview(); if (!gSnapshot) { gGL.pushMatrix(); gGL.loadMatrix(gGLLastModelView); - set_current_modelview(copy_matrix(gGLLastModelView)); + set_current_modelview(glm::make_mat4(gGLLastModelView)); } if(LLSceneMonitor::getInstance()->needsUpdate()) diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 8ea8fbf905..1be80a5e02 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -5358,8 +5358,8 @@ bool LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea LLViewerCamera* camera = LLViewerCamera::getInstance(); LLViewerCamera saved_camera = LLViewerCamera::instance(); - glh::matrix4f saved_proj = get_current_projection(); - glh::matrix4f saved_mod = get_current_modelview(); + glm::mat4 saved_proj = get_current_projection(); + glm::mat4 saved_mod = get_current_modelview(); // camera constants for the square, cube map capture image camera->setAspect(1.0); // must set aspect ratio first to avoid undesirable clamping of vertical FoV diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 929a29829d..1b52e4f870 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -1847,36 +1847,36 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& { mCollisionVolumes[i].updateWorldMatrix(); - glh::matrix4f mat((F32*) mCollisionVolumes[i].getXform()->getWorldMatrix().mMatrix); - glh::matrix4f inverse = mat.inverse(); - glh::matrix4f norm_mat = inverse.transpose(); + glm::mat4 mat(glm::make_mat4((F32*) mCollisionVolumes[i].getXform()->getWorldMatrix().mMatrix)); + glm::mat4 inverse = glm::inverse(mat); + glm::mat4 norm_mat = glm::transpose(inverse); - glh::vec3f p1(start.getF32ptr()); - glh::vec3f p2(end.getF32ptr()); + glm::vec3 p1(glm::make_vec3(start.getF32ptr())); + glm::vec3 p2(glm::make_vec3(end.getF32ptr())); - inverse.mult_matrix_vec(p1); - inverse.mult_matrix_vec(p2); + p1 = mul_mat4_vec3(inverse, p1); + p2 = mul_mat4_vec3(inverse, p2); LLVector3 position; LLVector3 norm; - if (linesegment_sphere(LLVector3(p1.v), LLVector3(p2.v), LLVector3(0,0,0), 1.f, position, norm)) + if (linesegment_sphere(LLVector3(glm::value_ptr(p1)), LLVector3(glm::value_ptr(p2)), LLVector3(0,0,0), 1.f, position, norm)) { - glh::vec3f res_pos(position.mV); - mat.mult_matrix_vec(res_pos); + glm::vec3 res_pos(glm::make_vec3(position.mV)); + res_pos = mul_mat4_vec3(mat, res_pos); - norm.normalize(); - glh::vec3f res_norm(norm.mV); - norm_mat.mult_matrix_dir(res_norm); + glm::vec3 res_norm(glm::make_vec3(norm.mV)); + res_norm = glm::normalize(res_norm); + res_norm = glm::mat3(norm_mat) * res_norm; if (intersection) { - intersection->load3(res_pos.v); + intersection->load3(glm::value_ptr(res_pos)); } if (normal) { - normal->load3(res_norm.v); + normal->load3(glm::value_ptr(res_norm)); } return true; diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index d982592ee7..14b4273b02 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -1047,10 +1047,9 @@ void LLVOTree::genBranchPipeline(LLStrider<LLVector3>& vertices, scale_mat.mMatrix[2][2] = scale*length; scale_mat *= matrix; - glh::matrix4f norm((F32*) scale_mat.mMatrix); - LLMatrix4 norm_mat = LLMatrix4(norm.inverse().transpose().m); + glm::mat4 norm(glm::make_mat4((F32*) scale_mat.mMatrix)); + LLMatrix4 norm_mat = LLMatrix4(glm::value_ptr(glm::transpose(glm::inverse(norm)))); - norm_mat.invert(); appendMesh(vertices, normals, tex_coords, colors, indices, index_offset, scale_mat, norm_mat, sLODVertexOffset[trunk_LOD], sLODVertexCount[trunk_LOD], sLODIndexCount[trunk_LOD], sLODIndexOffset[trunk_LOD]); } @@ -1097,8 +1096,8 @@ void LLVOTree::genBranchPipeline(LLStrider<LLVector3>& vertices, scale_mat *= matrix; - glh::matrix4f norm((F32*) scale_mat.mMatrix); - LLMatrix4 norm_mat = LLMatrix4(norm.inverse().transpose().m); + glm::mat4 norm(glm::make_mat4((F32*)scale_mat.mMatrix)); + LLMatrix4 norm_mat = LLMatrix4(glm::value_ptr(glm::transpose(glm::inverse(norm)))); appendMesh(vertices, normals, tex_coords, colors, indices, index_offset, scale_mat, norm_mat, 0, LEAF_VERTICES, LEAF_INDICES, 0); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f37257feb0..081f4a3564 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3894,20 +3894,17 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) if (&camera == LLViewerCamera::getInstance()) { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and // current modelview matrix - glh::matrix4f last_modelview(gGLLastModelView); - glh::matrix4f cur_modelview(gGLModelView); + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 cur_modelview = get_current_modelview(); // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space - glh::matrix4f m = last_modelview.inverse(); // last camera space to world space - m.mult_left(cur_modelview); // world space to camera space + glm::mat4 m = glm::inverse(last_modelview); // last camera space to world space + m = cur_modelview * m; // world space to camera space - glh::matrix4f n = m.inverse(); + glm::mat4 n = glm::inverse(m); - for (U32 i = 0; i < 16; ++i) - { - gGLDeltaModelView[i] = m.m[i]; - gGLInverseDeltaModelView[i] = n.m[i]; - } + gGLDeltaModelView = m; + gGLInverseDeltaModelView = n; } bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; @@ -8074,7 +8071,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) { - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView)); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); @@ -8111,12 +8108,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { - mat[i] = mSunShadowMatrix[0].m[i]; - mat[i+16] = mSunShadowMatrix[1].m[i]; - mat[i+32] = mSunShadowMatrix[2].m[i]; - mat[i+48] = mSunShadowMatrix[3].m[i]; - mat[i+64] = mSunShadowMatrix[4].m[i]; - mat[i+80] = mSunShadowMatrix[5].m[i]; + mat[i] = glm::value_ptr(mSunShadowMatrix[0])[i]; + mat[i+16] = glm::value_ptr(mSunShadowMatrix[1])[i]; + mat[i+32] = glm::value_ptr(mSunShadowMatrix[2])[i]; + mat[i+48] = glm::value_ptr(mSunShadowMatrix[3])[i]; + mat[i+64] = glm::value_ptr(mSunShadowMatrix[4])[i]; + mat[i+80] = glm::value_ptr(mSunShadowMatrix[5])[i]; } shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); @@ -8222,15 +8219,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView)); + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView)); shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { - glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m); + glm::mat4 norm_mat = glm::transpose(glm::inverse(get_current_modelview())); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, glm::value_ptr(norm_mat)); } // auto adjust legacy sun color if needed @@ -8304,17 +8301,17 @@ void LLPipeline::renderDeferredLighting() LLGLEnable cull(GL_CULL_FACE); LLGLEnable blend(GL_BLEND); - glh::matrix4f mat = copy_matrix(gGLModelView); + glm::mat4 mat = get_current_modelview(); setupHWLights(); // to set mSun/MoonDir; - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); + glm::vec4 tc(glm::make_vec4(mSunDir.mV)); + tc = mat * tc; + mTransformedSunDir.set(glm::value_ptr(tc)); - glh::vec4f tc_moon(mMoonDir.mV); - mat.mult_matrix_vec(tc_moon); - mTransformedMoonDir.set(tc_moon.v); + glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); + tc_moon = mat * tc_moon; + mTransformedMoonDir.set(glm::value_ptr(tc_moon)); if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { @@ -8330,26 +8327,6 @@ void LLPipeline::renderDeferredLighting() deferred_light_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); - glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); - - const U32 slice = 32; - F32 offset[slice * 3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) - { - glh::vec3f v; - v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i * 8 + j) * 3 + 0] = v.v[0]; - offset[(i * 8 + j) * 3 + 1] = v.v[2]; - offset[(i * 8 + j) * 3 + 2] = v.v[1]; - } - } - - sun_shader.uniform3fv(sOffset, slice, offset); sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_light_target->getWidth(), (GLfloat)deferred_light_target->getHeight()); @@ -8582,10 +8559,10 @@ void LLPipeline::renderDeferredLighting() continue; } - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(glm::make_vec3(c)); + tc = mul_mat4_vec3(mat, tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); } } @@ -8692,15 +8669,15 @@ void LLPipeline::renderDeferredLighting() sVisibleLightCount++; - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(glm::make_vec3(c)); + tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, glm::value_ptr(tc)); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); @@ -8943,10 +8920,10 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) //matrix from volume space to agent space LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); - glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); - glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; + glm::mat4 light_to_agent(glm::make_mat4((F32*) light_mat.mMatrix)); + glm::mat4 light_to_screen = get_current_modelview() * light_to_agent; - glh::matrix4f screen_to_light = light_to_screen.inverse(); + glm::mat4 screen_to_light = glm::inverse(light_to_screen); F32 s = volume->getLightRadius()*1.5f; F32 near_clip = dist; @@ -8954,34 +8931,34 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 height = scale.mV[VY]; F32 far_clip = s+dist-scale.mV[VZ]; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width/height; - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); - glh::vec3f p1(0, 0, -(near_clip+0.01f)); - glh::vec3f p2(0, 0, -(near_clip+1.f)); + glm::vec3 p1(0, 0, -(near_clip+0.01f)); + glm::vec3 p2(0, 0, -(near_clip+1.f)); - glh::vec3f screen_origin(0, 0, 0); + glm::vec3 screen_origin(0, 0, 0); - light_to_screen.mult_matrix_vec(p1); - light_to_screen.mult_matrix_vec(p2); - light_to_screen.mult_matrix_vec(screen_origin); + p1 = mul_mat4_vec3(light_to_screen, p1); + p2 = mul_mat4_vec3(light_to_screen, p2); + screen_origin = mul_mat4_vec3(light_to_screen, screen_origin); - glh::vec3f n = p2-p1; - n.normalize(); + glm::vec3 n = p2-p1; + n = glm::normalize(n); F32 proj_range = far_clip - near_clip; - glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); + glm::mat4 light_proj = glm::perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, glm::value_ptr(screen_to_light)); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); - shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, glm::value_ptr(p1)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, glm::value_ptr(n)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, glm::value_ptr(screen_origin)); shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; @@ -9219,10 +9196,8 @@ inline float sgn(float a) return (0.0F); } -glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) +glm::mat4 look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) { - glh::matrix4f ret; - LLVector3 dirN; LLVector3 upN; LLVector3 lftN; @@ -9236,53 +9211,28 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) dirN = dir; dirN.normVec(); - ret.m[ 0] = lftN[0]; - ret.m[ 1] = upN[0]; - ret.m[ 2] = -dirN[0]; - ret.m[ 3] = 0.f; + F32 ret[16]; + ret[ 0] = lftN[0]; + ret[ 1] = upN[0]; + ret[ 2] = -dirN[0]; + ret[ 3] = 0.f; - ret.m[ 4] = lftN[1]; - ret.m[ 5] = upN[1]; - ret.m[ 6] = -dirN[1]; - ret.m[ 7] = 0.f; + ret[ 4] = lftN[1]; + ret[ 5] = upN[1]; + ret[ 6] = -dirN[1]; + ret[ 7] = 0.f; - ret.m[ 8] = lftN[2]; - ret.m[ 9] = upN[2]; - ret.m[10] = -dirN[2]; - ret.m[11] = 0.f; + ret[ 8] = lftN[2]; + ret[ 9] = upN[2]; + ret[10] = -dirN[2]; + ret[11] = 0.f; - ret.m[12] = -(lftN*pos); - ret.m[13] = -(upN*pos); - ret.m[14] = dirN*pos; - ret.m[15] = 1.f; + ret[12] = -(lftN*pos); + ret[13] = -(upN*pos); + ret[14] = dirN*pos; + ret[15] = 1.f; - return ret; -} - -glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) -{ - glh::matrix4f ret; - ret.m[ 0] = 2/(max[0]-min[0]); - ret.m[ 4] = 0; - ret.m[ 8] = 0; - ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); - - ret.m[ 1] = 0; - ret.m[ 5] = 2/(max[1]-min[1]); - ret.m[ 9] = 0; - ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); - - ret.m[ 2] = 0; - ret.m[ 6] = 0; - ret.m[10] = 2/(max[2]-min[2]); - ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); - - ret.m[ 3] = 0; - ret.m[ 7] = 0; - ret.m[11] = 0; - ret.m[15] = 1; - - return ret; + return glm::make_mat4(ret); } static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); @@ -9296,7 +9246,7 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); -void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) +void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); @@ -9339,10 +9289,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - gGL.loadMatrix(proj.m); + gGL.loadMatrix(glm::value_ptr(proj)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - gGL.loadMatrix(view.m); + gGL.loadMatrix(glm::value_ptr(view)); stop_glerror(); gGLLastMatrix = NULL; @@ -9752,13 +9702,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); } - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { //store last_modelview of world camera - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - } + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 last_projection = get_last_projection(); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, @@ -9837,12 +9782,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get sun view matrix //store current projection/modelview matrix - glh::matrix4f saved_proj = get_current_projection(); - glh::matrix4f saved_view = get_current_modelview(); - glh::matrix4f inv_view = saved_view.inverse(); + glm::mat4 saved_proj = get_current_projection(); + glm::mat4 saved_view = get_current_modelview(); + glm::mat4 inv_view = glm::inverse(saved_view); - glh::matrix4f view[6]; - glh::matrix4f proj[6]; + glm::mat4 view[6]; + glm::mat4 proj[6]; LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); @@ -9857,7 +9802,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLVector3 lightDir = -caster_dir; lightDir.normVec(); - glh::vec3f light_dir(lightDir.mV); + glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); //create light space camera matrix @@ -9912,9 +9857,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { - glh::vec3f v(fp[i].mV); - saved_view.mult_matrix_vec(v); - fp[i].setVec(v.v); + glm::vec3 v(glm::make_vec3(fp[i].mV)); + v = mul_mat4_vec3(saved_view, v); + fp[i].setVec(glm::value_ptr(v)); } min = fp[0]; @@ -10063,9 +10008,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < fp.size(); i++) { - glh::vec3f p = glh::vec3f(fp[i].mV); - view[j].mult_matrix_vec(p); - wpf.push_back(LLVector3(p.v)); + glm::vec3 p = glm::make_vec3(fp[i].mV); + p = mul_mat4_vec3(view[j], p); + wpf.push_back(LLVector3(glm::value_ptr(p))); } min = wpf[0]; @@ -10165,7 +10110,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } @@ -10256,37 +10201,37 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection origin.clearVec(); mShadowError.mV[j] = -1.f; - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } else { //get perspective projection - view[j] = view[j].inverse(); + view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); - glh::vec3f origin_agent(origin.mV); + glm::vec3 origin_agent(glm::make_vec3(origin.mV)); //translate view to origin - view[j].mult_matrix_vec(origin_agent); + origin_agent = mul_mat4_vec3(view[j], origin_agent); - eye = LLVector3(origin_agent.v); + eye = LLVector3(glm::value_ptr(origin_agent)); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } - view[j] = look(LLVector3(origin_agent.v), lightDir, -up); + view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); - proj[j] = glh::matrix4f(-fx, 0, 0, 0, - 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), - 0, 0, -fz, 0, - 0, -1.f, 0, 0); + proj[j] = glm::mat4(-fx, 0, 0, 0, + 0, (yfar + ynear) / (ynear - yfar), 0, -1.0f, + 0, 0, -fz, 0, + 0, (2.f * yfar * ynear) / (ynear - yfar), 0, 0); } } } @@ -10305,19 +10250,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[j]); set_current_projection(proj[j]); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = mShadowModelview[j].m[i]; - gGLLastProjection[i] = mShadowProjection[j].m[i]; - } + set_last_modelview(mShadowModelview[j]); + set_last_projection(mShadowProjection[j]); mShadowModelview[j] = view[j]; mShadowProjection[j] = proj[j]; @@ -10432,9 +10374,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - view[i + 4] = glh::matrix4f((F32*)mat.mMatrix); + view[i + 4] = glm::make_mat4((F32*)mat.mMatrix); - view[i + 4] = view[i + 4].inverse(); + view[i + 4] = glm::inverse(view[i + 4]); //get perspective matrix F32 near_clip = dist + 0.01f; @@ -10442,27 +10384,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 height = scale.mV[VY]; F32 far_clip = dist + volume->getLightRadius() * 1.5f; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width / height; - proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip); + proj[i + 4] = glm::perspective(fovy, aspect, near_clip, far_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[i + 4]); set_current_projection(proj[i + 4]); mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; - for (U32 j = 0; j < 16; j++) - { - gGLLastModelView[j] = mShadowModelview[i + 4].m[j]; - gGLLastProjection[j] = mShadowProjection[i + 4].m[j]; - } + set_last_modelview(mShadowModelview[i + 4]); + set_last_projection(mShadowProjection[i + 4]); mShadowModelview[i + 4] = view[i + 4]; mShadowProjection[i + 4] = proj[i + 4]; @@ -10510,18 +10449,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { set_current_modelview(view[1]); set_current_projection(proj[1]); - gGL.loadMatrix(view[1].m); + gGL.loadMatrix(glm::value_ptr(view[1])); gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.loadMatrix(proj[1].m); + gGL.loadMatrix(glm::value_ptr(proj[1])); gGL.matrixMode(LLRender::MM_MODELVIEW); } gGL.setColorMask(true, true); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = (F32)last_modelview[i]; - gGLLastProjection[i] = (F32)last_projection[i]; - } + set_last_modelview(last_modelview); + set_last_projection(last_projection); popRenderTypeMask(); @@ -10821,18 +10757,18 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool F32 distance = (pos-camera.getOrigin()).length(); F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG; F32 aspect = tdim.mV[0]/tdim.mV[1]; - glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f); + glm::mat4 persp = glm::perspective(glm::radians(fov), aspect, 1.f, 256.f); set_current_projection(persp); - gGL.loadMatrix(persp.m); + gGL.loadMatrix(glm::value_ptr(persp)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; + F32 ogl_mat[16]; + camera.getOpenGLTransform(ogl_mat); + glm::mat4 mat = glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION) * glm::make_mat4(ogl_mat); - gGL.loadMatrix(mat.m); + gGL.loadMatrix(glm::value_ptr(mat)); set_current_modelview(mat); glClearColor(0.0f,0.0f,0.0f,0.0f); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 3687ab32fa..a3ecab3208 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -345,7 +345,7 @@ public: void renderHighlight(const LLViewerObject* obj, F32 fade); - void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp); + void renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp); void renderSelectedFaces(const LLColor4& color); void renderHighlights(); void renderDebug(); @@ -760,10 +760,10 @@ public: LLCamera mShadowCamera[8]; LLVector3 mShadowExtents[4][2]; // TODO : separate Sun Shadow and Spot Shadow matrices - glh::matrix4f mSunShadowMatrix[6]; - glh::matrix4f mShadowModelview[6]; - glh::matrix4f mShadowProjection[6]; - glh::matrix4f mReflectionModelView; + glm::mat4 mSunShadowMatrix[6]; + glm::mat4 mShadowModelview[6]; + glm::mat4 mShadowProjection[6]; + glm::mat4 mReflectionModelView; LLPointer<LLDrawable> mShadowSpotLight[2]; F32 mSpotLightFade[2]; |