From e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 22 May 2024 21:25:21 +0200 Subject: Fix line endlings --- indra/newview/llglsandbox.cpp | 2400 ++++++++++++++++++++--------------------- 1 file changed, 1200 insertions(+), 1200 deletions(-) (limited to 'indra/newview/llglsandbox.cpp') diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 603d40423f..505d7b1dea 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -1,1200 +1,1200 @@ -/** - * @file llglsandbox.cpp - * @brief GL functionality access - * - * $LicenseInfo:firstyear=2003&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -/** - * Contains ALL methods which directly access GL functionality - * except for core rendering engine functionality. - */ - -#include "llviewerprecompiledheaders.h" - -#include "llviewercontrol.h" - -#include "llgl.h" -#include "llrender.h" -#include "llglheaders.h" -#include "llparcel.h" -#include "llui.h" - -#include "lldrawable.h" -#include "lltextureentry.h" -#include "llviewercamera.h" - -#include "llvoavatarself.h" -#include "llsky.h" -#include "llagent.h" -#include "lltoolmgr.h" -#include "llselectmgr.h" -#include "llhudmanager.h" -#include "llhudtext.h" -#include "llrendersphere.h" -#include "llviewerobjectlist.h" -#include "lltoolselectrect.h" -#include "llviewerwindow.h" -#include "llsurface.h" -#include "llwind.h" -#include "llworld.h" -#include "llviewerparcelmgr.h" -#include "llviewerregion.h" -#include "llpreviewtexture.h" -#include "llresmgr.h" -#include "pipeline.h" -#include "llspatialpartition.h" -#include "llviewershadermgr.h" - -#include - -// Height of the yellow selection highlight posts for land -const F32 PARCEL_POST_HEIGHT = 0.666f; - -// Returns true if you got at least one object -void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) -{ - LLVector3 av_pos = gAgent.getPositionAgent(); - F32 select_dist_squared = gSavedSettings.getF32("MaxSelectDistance"); - select_dist_squared = select_dist_squared * select_dist_squared; - - bool deselect = (mask == MASK_CONTROL); - S32 left = llmin(x, mDragStartX); - S32 right = llmax(x, mDragStartX); - S32 top = llmax(y, mDragStartY); - S32 bottom =llmin(y, mDragStartY); - - left = ll_round((F32) left * LLUI::getScaleFactor().mV[VX]); - right = ll_round((F32) right * LLUI::getScaleFactor().mV[VX]); - top = ll_round((F32) top * LLUI::getScaleFactor().mV[VY]); - bottom = ll_round((F32) bottom * LLUI::getScaleFactor().mV[VY]); - - F32 old_far_plane = LLViewerCamera::getInstance()->getFar(); - F32 old_near_plane = LLViewerCamera::getInstance()->getNear(); - - S32 width = right - left + 1; - S32 height = top - bottom + 1; - - bool grow_selection = false; - bool shrink_selection = false; - - if (height > mDragLastHeight || width > mDragLastWidth) - { - grow_selection = true; - } - if (height < mDragLastHeight || width < mDragLastWidth) - { - shrink_selection = true; - } - - if (!grow_selection && !shrink_selection) - { - // nothing to do - return; - } - - mDragLastHeight = height; - mDragLastWidth = width; - - S32 center_x = (left + right) / 2; - S32 center_y = (top + bottom) / 2; - - // save drawing mode - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - - bool limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance"); - if (limit_select_distance) - { - // ...select distance from control - LLVector3 relative_av_pos = av_pos; - relative_av_pos -= LLViewerCamera::getInstance()->getOrigin(); - - F32 new_far = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() + gSavedSettings.getF32("MaxSelectDistance"); - F32 new_near = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() - gSavedSettings.getF32("MaxSelectDistance"); - - new_near = llmax(new_near, 0.1f); - - LLViewerCamera::getInstance()->setFar(new_far); - LLViewerCamera::getInstance()->setNear(new_near); - } - LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION, - center_x-width/2, center_y-height/2, width, height, - limit_select_distance); - - if (shrink_selection) - { - struct f : public LLSelectedObjectFunctor - { - virtual bool apply(LLViewerObject* vobjp) - { - LLDrawable* drawable = vobjp->mDrawable; - if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment()) - { - return true; - } - S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); - switch (result) - { - case 0: - LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp); - break; - case 1: - // check vertices - if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) - { - LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp); - } - break; - default: - break; - } - return true; - } - } func; - LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func); - } - - if (grow_selection) - { - std::vector potentials; - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - part->cull(*LLViewerCamera::getInstance(), &potentials, true); - } - } - } - - for (std::vector::iterator iter = potentials.begin(); - iter != potentials.end(); iter++) - { - LLDrawable* drawable = *iter; - LLViewerObject* vobjp = drawable->getVObj(); - - if (!drawable || !vobjp || - vobjp->getPCode() != LL_PCODE_VOLUME || - vobjp->isAttachment() || - (deselect && !vobjp->isSelected())) - { - continue; - } - - if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared) - { - continue; - } - - S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); - if (result) - { - switch (result) - { - case 1: - // check vertices - if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) - { - LLSelectMgr::getInstance()->highlightObjectOnly(vobjp); - } - break; - case 2: - LLSelectMgr::getInstance()->highlightObjectOnly(vobjp); - break; - default: - break; - } - } - } - } - - // restore drawing mode - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - // restore camera - LLViewerCamera::getInstance()->setFar(old_far_plane); - LLViewerCamera::getInstance()->setNear(old_near_plane); - gViewerWindow->setup3DRender(); -} - -const F32 WIND_RELATIVE_ALTITUDE = 25.f; - -void LLWind::renderVectors() -{ - // Renders the wind as vectors (used for debug) - S32 i,j; - F32 x,y; - - F32 region_width_meters = LLWorld::getInstance()->getRegionWidthInMeters(); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.pushMatrix(); - LLVector3 origin_agent; - origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal); - gGL.translatef(origin_agent.mV[VX], origin_agent.mV[VY], gAgent.getPositionAgent().mV[VZ] + WIND_RELATIVE_ALTITUDE); - for (j = 0; j < mSize; j++) - { - for (i = 0; i < mSize; i++) - { - x = mVelX[i + j*mSize] * WIND_SCALE_HACK; - y = mVelY[i + j*mSize] * WIND_SCALE_HACK; - gGL.pushMatrix(); - gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0); - gGL.color3f(0,1,0); - gGL.begin(LLRender::POINTS); - gGL.vertex3f(0,0,0); - gGL.end(); - gGL.color3f(1,0,0); - gGL.begin(LLRender::LINES); - gGL.vertex3f(x * 0.1f, y * 0.1f ,0.f); - gGL.vertex3f(x, y, 0.f); - gGL.end(); - gGL.popMatrix(); - } - } - gGL.popMatrix(); -} - - - - -// Used by lltoolselectland -void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global, - const LLVector3d &east_north_top_global ) -{ - LLGLSUIDefault gls_ui; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest gls_depth(GL_TRUE); - - LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global); - F32 west = west_south_bottom_agent.mV[VX]; - F32 south = west_south_bottom_agent.mV[VY]; -// F32 bottom = west_south_bottom_agent.mV[VZ] - 1.f; - - LLVector3 east_north_top_agent = gAgent.getPosAgentFromGlobal(east_north_top_global); - F32 east = east_north_top_agent.mV[VX]; - F32 north = east_north_top_agent.mV[VY]; -// F32 top = east_north_top_agent.mV[VZ] + 1.f; - - // HACK: At edge of last region of world, we need to make sure the region - // resolves correctly so we can get a height value. - const F32 FUDGE = 0.01f; - - F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); - F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); - F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); - F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); - - F32 sw_top = sw_bottom + PARCEL_POST_HEIGHT; - F32 se_top = se_bottom + PARCEL_POST_HEIGHT; - F32 ne_top = ne_bottom + PARCEL_POST_HEIGHT; - F32 nw_top = nw_bottom + PARCEL_POST_HEIGHT; - - LLUI::setLineWidth(2.f); - gGL.color4f(1.f, 1.f, 0.f, 1.f); - - // Cheat and give this the same pick-name as land - gGL.begin(LLRender::LINES); - - gGL.vertex3f(west, north, nw_bottom); - gGL.vertex3f(west, north, nw_top); - - gGL.vertex3f(east, north, ne_bottom); - gGL.vertex3f(east, north, ne_top); - - gGL.vertex3f(east, south, se_bottom); - gGL.vertex3f(east, south, se_top); - - gGL.vertex3f(west, south, sw_bottom); - gGL.vertex3f(west, south, sw_top); - - gGL.end(); - - gGL.color4f(1.f, 1.f, 0.f, 0.2f); - gGL.begin(LLRender::QUADS); - - gGL.vertex3f(west, north, nw_bottom); - gGL.vertex3f(west, north, nw_top); - gGL.vertex3f(east, north, ne_top); - gGL.vertex3f(east, north, ne_bottom); - - gGL.vertex3f(east, north, ne_bottom); - gGL.vertex3f(east, north, ne_top); - gGL.vertex3f(east, south, se_top); - gGL.vertex3f(east, south, se_bottom); - - gGL.vertex3f(east, south, se_bottom); - gGL.vertex3f(east, south, se_top); - gGL.vertex3f(west, south, sw_top); - gGL.vertex3f(west, south, sw_bottom); - - gGL.vertex3f(west, south, sw_bottom); - gGL.vertex3f(west, south, sw_top); - gGL.vertex3f(west, north, nw_top); - gGL.vertex3f(west, north, nw_bottom); - - gGL.end(); - - LLUI::setLineWidth(1.f); -} - -/* -void LLViewerParcelMgr::renderParcel(LLParcel* parcel ) -{ - S32 i; - S32 count = parcel->getBoxCount(); - for (i = 0; i < count; i++) - { - const LLParcelBox& box = parcel->getBox(i); - - F32 west = box.mMin.mV[VX]; - F32 south = box.mMin.mV[VY]; - - F32 east = box.mMax.mV[VX]; - F32 north = box.mMax.mV[VY]; - - // HACK: At edge of last region of world, we need to make sure the region - // resolves correctly so we can get a height value. - const F32 FUDGE = 0.01f; - - F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); - F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); - F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); - F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); - - // little hack to make nearby lines not Z-fight - east -= 0.1f; - north -= 0.1f; - - F32 sw_top = sw_bottom + POST_HEIGHT; - F32 se_top = se_bottom + POST_HEIGHT; - F32 ne_top = ne_bottom + POST_HEIGHT; - F32 nw_top = nw_bottom + POST_HEIGHT; - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest gls_depth(GL_TRUE); - - LLUI::setLineWidth(2.f); - gGL.color4f(0.f, 1.f, 1.f, 1.f); - - // Cheat and give this the same pick-name as land - gGL.begin(LLRender::LINES); - - gGL.vertex3f(west, north, nw_bottom); - gGL.vertex3f(west, north, nw_top); - - gGL.vertex3f(east, north, ne_bottom); - gGL.vertex3f(east, north, ne_top); - - gGL.vertex3f(east, south, se_bottom); - gGL.vertex3f(east, south, se_top); - - gGL.vertex3f(west, south, sw_bottom); - gGL.vertex3f(west, south, sw_top); - - gGL.end(); - - gGL.color4f(0.f, 1.f, 1.f, 0.2f); - gGL.begin(LLRender::QUADS); - - gGL.vertex3f(west, north, nw_bottom); - gGL.vertex3f(west, north, nw_top); - gGL.vertex3f(east, north, ne_top); - gGL.vertex3f(east, north, ne_bottom); - - gGL.vertex3f(east, north, ne_bottom); - gGL.vertex3f(east, north, ne_top); - gGL.vertex3f(east, south, se_top); - gGL.vertex3f(east, south, se_bottom); - - gGL.vertex3f(east, south, se_bottom); - gGL.vertex3f(east, south, se_top); - gGL.vertex3f(west, south, sw_top); - gGL.vertex3f(west, south, sw_bottom); - - gGL.vertex3f(west, south, sw_bottom); - gGL.vertex3f(west, south, sw_top); - gGL.vertex3f(west, north, nw_top); - gGL.vertex3f(west, north, nw_bottom); - - gGL.end(); - - LLUI::setLineWidth(1.f); - } -} -*/ - - -// north = a wall going north/south. Need that info to set up texture -// coordinates correctly. -void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp) -{ - // HACK: At edge of last region of world, we need to make sure the region - // resolves correctly so we can get a height value. - const F32 BORDER = REGION_WIDTH_METERS - 0.1f; - - F32 clamped_x1 = x1; - F32 clamped_y1 = y1; - F32 clamped_x2 = x2; - F32 clamped_y2 = y2; - - if (clamped_x1 > BORDER) clamped_x1 = BORDER; - if (clamped_y1 > BORDER) clamped_y1 = BORDER; - if (clamped_x2 > BORDER) clamped_x2 = BORDER; - if (clamped_y2 > BORDER) clamped_y2 = BORDER; - - F32 z; - F32 z1; - F32 z2; - - z1 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x1, clamped_y1, 0.f ) ); - z2 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x2, clamped_y2, 0.f ) ); - - // Convert x1 and x2 from region-local to agent coords. - LLVector3 origin = regionp->getOriginAgent(); - x1 += origin.mV[VX]; - x2 += origin.mV[VX]; - y1 += origin.mV[VY]; - y2 += origin.mV[VY]; - - if (height < 1.f) - { - z = z1+height; - gGL.vertex3f(x1, y1, z); - - gGL.vertex3f(x1, y1, z1); - - gGL.vertex3f(x2, y2, z2); - - z = z2+height; - gGL.vertex3f(x2, y2, z); - } - else - { - F32 tex_coord1; - F32 tex_coord2; - - if (WEST_MASK == direction) - { - tex_coord1 = y1; - tex_coord2 = y2; - } - else if (SOUTH_MASK == direction) - { - tex_coord1 = x1; - tex_coord2 = x2; - } - else if (EAST_MASK == direction) - { - tex_coord1 = y2; - tex_coord2 = y1; - } - else /* (NORTH_MASK == direction) */ - { - tex_coord1 = x2; - tex_coord2 = x1; - } - - - gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f); - gGL.vertex3f(x1, y1, z1); - - gGL.texCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f); - gGL.vertex3f(x2, y2, z2); - - // top edge stairsteps - z = llmax(z2+height, z1+height); - gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f); - gGL.vertex3f(x2, y2, z); - - gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f); - gGL.vertex3f(x1, y1, z); - } -} - - -void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegion* regionp) -{ - S32 x, y; - F32 x1, y1; // start point - F32 x2, y2; // end point - bool has_segments = false; - - LLGLSUIDefault gls_ui; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest gls_depth(GL_TRUE); - - gGL.color4f(1.f, 1.f, 0.f, 0.2f); - - const S32 STRIDE = (mParcelsPerEdge+1); - - // Cheat and give this the same pick-name as land - - - for (y = 0; y < STRIDE; y++) - { - for (x = 0; x < STRIDE; x++) - { - U8 segment_mask = segments[x + y*STRIDE]; - - if (segment_mask & SOUTH_MASK) - { - x1 = x * PARCEL_GRID_STEP_METERS; - y1 = y * PARCEL_GRID_STEP_METERS; - - x2 = x1 + PARCEL_GRID_STEP_METERS; - y2 = y1; - - if (!has_segments) - { - has_segments = true; - gGL.begin(LLRender::QUADS); - } - renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, SOUTH_MASK, regionp); - } - - if (segment_mask & WEST_MASK) - { - x1 = x * PARCEL_GRID_STEP_METERS; - y1 = y * PARCEL_GRID_STEP_METERS; - - x2 = x1; - y2 = y1 + PARCEL_GRID_STEP_METERS; - - if (!has_segments) - { - has_segments = true; - gGL.begin(LLRender::QUADS); - } - renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp); - } - } - } - - if (has_segments) - { - gGL.end(); - } -} - - -void LLViewerParcelMgr::renderCollisionSegments(U8* segments, bool use_pass, LLViewerRegion* regionp) -{ - - S32 x, y; - F32 x1, y1; // start point - F32 x2, y2; // end point - F32 alpha = 0; - F32 dist = 0; - F32 dx, dy; - F32 collision_height; - - const S32 STRIDE = (mParcelsPerEdge+1); - - LLVector3 pos = gAgent.getPositionAgent(); - - F32 pos_x = pos.mV[VX]; - F32 pos_y = pos.mV[VY]; - - LLGLSUIDefault gls_ui; - LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - LLGLDisable cull(GL_CULL_FACE); - - if (mCollisionBanned == BA_BANNED || - regionp->getRegionFlag(REGION_FLAGS_BLOCK_FLYOVER)) - { - collision_height = BAN_HEIGHT; - } - else - { - collision_height = PARCEL_HEIGHT; - } - - - if (use_pass && (mCollisionBanned == BA_NOT_ON_LIST)) - { - gGL.getTexUnit(0)->bind(mPassImage); - } - else - { - gGL.getTexUnit(0)->bind(mBlockedImage); - } - - gGL.begin(LLRender::QUADS); - - for (y = 0; y < STRIDE; y++) - { - for (x = 0; x < STRIDE; x++) - { - U8 segment_mask = segments[x + y*STRIDE]; - U8 direction; - const F32 MAX_ALPHA = 0.95f; - const S32 DIST_OFFSET = 5; - const S32 MIN_DIST_SQ = DIST_OFFSET*DIST_OFFSET; - const S32 MAX_DIST_SQ = 169; - - if (segment_mask & SOUTH_MASK) - { - x1 = x * PARCEL_GRID_STEP_METERS; - y1 = y * PARCEL_GRID_STEP_METERS; - - x2 = x1 + PARCEL_GRID_STEP_METERS; - y2 = y1; - - dy = (pos_y - y1) + DIST_OFFSET; - - if (pos_x < x1) - dx = pos_x - x1; - else if (pos_x > x2) - dx = pos_x - x2; - else - dx = 0; - - dist = dx*dx+dy*dy; - - if (dist < MIN_DIST_SQ) - alpha = MAX_ALPHA; - else if (dist > MAX_DIST_SQ) - alpha = 0.0f; - else - alpha = 30/dist; - - alpha = llclamp(alpha, 0.0f, MAX_ALPHA); - - gGL.color4f(1.f, 1.f, 1.f, alpha); - - if ((pos_y - y1) < 0) direction = SOUTH_MASK; - else direction = NORTH_MASK; - - // avoid Z fighting - renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); - - } - - if (segment_mask & WEST_MASK) - { - x1 = x * PARCEL_GRID_STEP_METERS; - y1 = y * PARCEL_GRID_STEP_METERS; - - x2 = x1; - y2 = y1 + PARCEL_GRID_STEP_METERS; - - dx = (pos_x - x1) + DIST_OFFSET; - - if (pos_y < y1) - dy = pos_y - y1; - else if (pos_y > y2) - dy = pos_y - y2; - else - dy = 0; - - dist = dx*dx+dy*dy; - - if (dist < MIN_DIST_SQ) - alpha = MAX_ALPHA; - else if (dist > MAX_DIST_SQ) - alpha = 0.0f; - else - alpha = 30/dist; - - alpha = llclamp(alpha, 0.0f, MAX_ALPHA); - - gGL.color4f(1.f, 1.f, 1.f, alpha); - - if ((pos_x - x1) > 0) direction = WEST_MASK; - else direction = EAST_MASK; - - // avoid Z fighting - renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); - - } - } - } - - gGL.end(); -} - -void LLViewerParcelMgr::resetCollisionTimer() -{ - mCollisionTimer.reset(); - mRenderCollision = true; -} - -void draw_line_cube(F32 width, const LLVector3& center) -{ - width = 0.5f * width; - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); - - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); - - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); - gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); -} - -void draw_cross_lines(const LLVector3& center, F32 dx, F32 dy, F32 dz) -{ - gGL.vertex3f(center.mV[VX] - dx, center.mV[VY], center.mV[VZ]); - gGL.vertex3f(center.mV[VX] + dx, center.mV[VY], center.mV[VZ]); - gGL.vertex3f(center.mV[VX], center.mV[VY] - dy, center.mV[VZ]); - gGL.vertex3f(center.mV[VX], center.mV[VY] + dy, center.mV[VZ]); - gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] - dz); - gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] + dz); -} - -void LLViewerObjectList::renderObjectBeacons() -{ - if (mDebugBeacons.empty()) - { - return; - } - - LLGLSUIDefault gls_ui; - - gUIProgram.bind(); - - { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - S32 last_line_width = -1; - // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) - - for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) - { - const LLDebugBeacon &debug_beacon = *iter; - LLColor4 color = debug_beacon.mColor; - color.mV[3] *= 0.25f; - S32 line_width = debug_beacon.mLineWidth; - if (line_width != last_line_width) - { - gGL.flush(); - glLineWidth( (F32)line_width ); - last_line_width = line_width; - } - - const LLVector3 &thisline = debug_beacon.mPositionAgent; - - gGL.begin(LLRender::LINES); - gGL.color4fv(linearColor4(color).mV); - draw_cross_lines(thisline, 2.0f, 2.0f, 50.f); - draw_line_cube(0.10f, thisline); - - gGL.end(); - } - } - - { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest gls_depth(GL_TRUE); - - S32 last_line_width = -1; - // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) - - for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) - { - const LLDebugBeacon &debug_beacon = *iter; - - S32 line_width = debug_beacon.mLineWidth; - if (line_width != last_line_width) - { - gGL.flush(); - glLineWidth( (F32)line_width ); - last_line_width = line_width; - } - - const LLVector3 &thisline = debug_beacon.mPositionAgent; - gGL.begin(LLRender::LINES); - gGL.color4fv(linearColor4(debug_beacon.mColor).mV); - draw_cross_lines(thisline, 0.5f, 0.5f, 0.5f); - draw_line_cube(0.10f, thisline); - - gGL.end(); - } - - gGL.flush(); - glLineWidth(1.f); - - for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) - { - LLDebugBeacon &debug_beacon = *iter; - if (debug_beacon.mString == "") - { - continue; - } - LLHUDText *hud_textp = (LLHUDText *)LLHUDObject::addHUDObject(LLHUDObject::LL_HUD_TEXT); - - hud_textp->setZCompare(false); - LLColor4 color; - color = debug_beacon.mTextColor; - color.mV[3] *= 1.f; - - hud_textp->setString(debug_beacon.mString); - hud_textp->setColor(color); - hud_textp->setPositionAgent(debug_beacon.mPositionAgent); - debug_beacon.mHUDObject = hud_textp; - } - } -} - -void LLSky::renderSunMoonBeacons(const LLVector3& pos_agent, const LLVector3& direction, LLColor4 color) -{ - LLGLSUIDefault gls_ui; - gUIProgram.bind(); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - LLVector3 pos_end; - for (S32 i = 0; i < 3; ++i) - { - pos_end.mV[i] = pos_agent.mV[i] + (50 * direction.mV[i]); - } - glLineWidth(LLPipeline::DebugBeaconLineWidth); - gGL.begin(LLRender::LINES); - color.mV[3] *= 0.5f; - gGL.color4fv(color.mV); - draw_cross_lines(pos_agent, 0.5f, 0.5f, 0.5f); - draw_cross_lines(pos_end, 2.f, 2.f, 2.f); - gGL.vertex3fv(pos_agent.mV); - gGL.vertex3fv(pos_end.mV); - gGL.end(); - - gGL.flush(); - glLineWidth(1.f); - -} - -//----------------------------------------------------------------------------- -// gpu_benchmark() helper classes -//----------------------------------------------------------------------------- - -// This struct is used to ensure that once we call initProfile(), it will -// definitely be matched by a corresponding call to finishProfile(). It's -// a struct rather than a class simply because every member is public. -struct ShaderProfileHelper -{ - ShaderProfileHelper() - { - LLGLSLShader::initProfile(); - } - ~ShaderProfileHelper() - { - LLGLSLShader::finishProfile(false); - } -}; - -// This helper class is used to ensure that each generateTextures() call -// is matched by a corresponding deleteTextures() call. It also handles -// the bindManual() calls using those textures. -class TextureHolder -{ -public: - TextureHolder(U32 unit, U32 size) : - texUnit(gGL.getTexUnit(unit)), - source(size) // preallocate vector - { - // takes (count, pointer) - // &vector[0] gets pointer to contiguous array - LLImageGL::generateTextures(source.size(), &source[0]); - } - - ~TextureHolder() - { - // unbind - if (texUnit) - { - texUnit->unbind(LLTexUnit::TT_TEXTURE); - } - // ensure that we delete these textures regardless of how we exit - LLImageGL::deleteTextures(source.size(), &source[0]); - } - - bool bind(U32 index) - { - if (texUnit) // should always be there with dummy (-1), but just in case - { - return texUnit->bindManual(LLTexUnit::TT_TEXTURE, source[index]); - } - return false; - } - -private: - // capture which LLTexUnit we're going to use - LLTexUnit* texUnit; - - // use std::vector for implicit resource management - std::vector source; -}; - -class ShaderBinder -{ -public: - ShaderBinder(LLGLSLShader& shader) : - mShader(shader) - { - mShader.bind(); - } - ~ShaderBinder() - { - mShader.unbind(); - } - -private: - LLGLSLShader& mShader; -}; - - -//----------------------------------------------------------------------------- -// gpu_benchmark() -// returns measured memory bandwidth of GPU in gigabytes per second -//----------------------------------------------------------------------------- -F32 gpu_benchmark() -{ - if (gGLManager.mGLVersion < 3.3f) - { // don't bother benchmarking venerable drivers which don't support accurate timing anyway - return -1.f; - } - - if (gBenchmarkProgram.mProgramObject == 0) - { - LLViewerShaderMgr::instance()->initAttribsAndUniforms(); - - gBenchmarkProgram.mName = "Benchmark Shader"; - gBenchmarkProgram.mFeatures.attachNothing = true; - gBenchmarkProgram.mShaderFiles.clear(); - gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); - gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); - gBenchmarkProgram.mShaderLevel = 1; - if (!gBenchmarkProgram.createShader(NULL, NULL)) - { - return -1.f; - } - } - - LLGLDisable blend(GL_BLEND); - - //measure memory bandwidth by: - // - allocating a batch of textures and render targets - // - rendering those textures to those render targets - // - recording time taken - // - taking the median time for a given number of samples - - //resolution of textures/render targets - const U32 res = 1024; - - //number of textures - const U32 count = 32; - - //number of samples to take - const S32 samples = 64; - - //time limit, allocation operations shouldn't take longer then 30 seconds, same for actual benchmark. - const F32 time_limit = 30; - - std::vector dest(count); - TextureHolder texHolder(0, count); - std::vector results; - - //build a random texture - U8* pixels = new U8[res*res*4]; - - for (U32 i = 0; i < res*res*4; ++i) - { - pixels[i] = (U8) ll_rand(255); - } - - gGL.setColorMask(true, true); - LLGLDepthTest depth(GL_FALSE); - - LLTimer alloc_timer; - alloc_timer.start(); - for (U32 i = 0; i < count; ++i) - { - //allocate render targets and textures - if (!dest[i].allocate(res, res, GL_RGBA)) - { - LL_WARNS("Benchmark") << "Failed to allocate render target." << LL_ENDL; - // abandon the benchmark test - delete[] pixels; - return -1.f; - } - dest[i].bindTarget(); - dest[i].clear(); - dest[i].flush(); - - if (!texHolder.bind(i)) - { - // can use a dummy value mDummyTexUnit = new LLTexUnit(-1); - LL_WARNS("Benchmark") << "Failed to bind tex unit." << LL_ENDL; - // abandon the benchmark test - delete[] pixels; - return -1.f; - } - LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RGBA, res,res,GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - if (alloc_timer.getElapsedTimeF32() > time_limit) - { - // abandon the benchmark test - LL_WARNS("Benchmark") << "Allocation operation took longer then 30 seconds, stopping." << LL_ENDL; - delete[] pixels; - return -1.f; - } - } - - delete [] pixels; - - //make a dummy triangle to draw with - LLPointer buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); - - if (!buff->allocateBuffer(3, 0)) - { - LL_WARNS("Benchmark") << "Failed to allocate buffer during benchmark." << LL_ENDL; - // abandon the benchmark test - return -1.f; - } - - LLStrider v; - - if (! buff->getVertexStrider(v)) - { - LL_WARNS("Benchmark") << "GL LLVertexBuffer::getVertexStrider() returned false, " - << "buff->getMappedData() is" - << (buff->getMappedData()? " not" : "") - << " NULL" << LL_ENDL; - // abandon the benchmark test - return -1.f; - } - - // generate dummy triangle - v[0].set(-1, 1, 0); - v[1].set(-1, -3, 0); - v[2].set(3, 1, 0); - - buff->unmapBuffer(); - - LLGLSLShader::unbind(); - - F32 time_passed = 0; // seconds - - { //run CPU timer benchmark - glFinish(); - gBenchmarkProgram.bind(); - for (S32 c = -1; c < samples && time_passed < time_limit; ++c) - { - LLTimer timer; - timer.start(); - - for (U32 i = 0; i < count; ++i) - { - dest[i].bindTarget(); - texHolder.bind(i); - buff->setBuffer(); - buff->drawArrays(LLRender::TRIANGLES, 0, 3); - dest[i].flush(); - } - - //wait for current batch of copies to finish - glFinish(); - - F32 time = timer.getElapsedTimeF32(); - time_passed += time; - - if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow - { - //store result in gigabytes per second - F32 gb = (F32)((F64)(res * res * 8 * count)) / (1000000000); - F32 gbps = gb / time; - results.push_back(gbps); - } - } - gBenchmarkProgram.unbind(); - } - - std::sort(results.begin(), results.end()); - - F32 gbps = results[results.size()/2]; - - LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to CPU timers, " << (F32)results.size() << " tests took " << time_passed << " seconds" << LL_ENDL; - -#if LL_DARWIN - if (gbps > 512.f) - { - LL_WARNS("Benchmark") << "Memory bandwidth is improbably high and likely incorrect; discarding result." << LL_ENDL; - //OSX is probably lying, discard result - return -1.f; - } -#endif - - // run GPU timer benchmark - { - ShaderProfileHelper initProfile; - dest[0].bindTarget(); - gBenchmarkProgram.bind(); - for (S32 c = 0; c < samples; ++c) - { - for (U32 i = 0; i < count; ++i) - { - texHolder.bind(i); - buff->setBuffer(); - buff->drawArrays(LLRender::TRIANGLES, 0, 3); - } - } - gBenchmarkProgram.unbind(); - dest[0].flush(); - } - - F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f; - F32 seconds = ms/1000.f; - - F64 samples_drawn = gBenchmarkProgram.mSamplesDrawn; - F32 samples_sec = (samples_drawn/1000000000.0)/seconds; - gbps = samples_sec*4; // 4 bytes per sample - - LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL; - - return gbps; -} +/** + * @file llglsandbox.cpp + * @brief GL functionality access + * + * $LicenseInfo:firstyear=2003&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +/** + * Contains ALL methods which directly access GL functionality + * except for core rendering engine functionality. + */ + +#include "llviewerprecompiledheaders.h" + +#include "llviewercontrol.h" + +#include "llgl.h" +#include "llrender.h" +#include "llglheaders.h" +#include "llparcel.h" +#include "llui.h" + +#include "lldrawable.h" +#include "lltextureentry.h" +#include "llviewercamera.h" + +#include "llvoavatarself.h" +#include "llsky.h" +#include "llagent.h" +#include "lltoolmgr.h" +#include "llselectmgr.h" +#include "llhudmanager.h" +#include "llhudtext.h" +#include "llrendersphere.h" +#include "llviewerobjectlist.h" +#include "lltoolselectrect.h" +#include "llviewerwindow.h" +#include "llsurface.h" +#include "llwind.h" +#include "llworld.h" +#include "llviewerparcelmgr.h" +#include "llviewerregion.h" +#include "llpreviewtexture.h" +#include "llresmgr.h" +#include "pipeline.h" +#include "llspatialpartition.h" +#include "llviewershadermgr.h" + +#include + +// Height of the yellow selection highlight posts for land +const F32 PARCEL_POST_HEIGHT = 0.666f; + +// Returns true if you got at least one object +void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) +{ + LLVector3 av_pos = gAgent.getPositionAgent(); + F32 select_dist_squared = gSavedSettings.getF32("MaxSelectDistance"); + select_dist_squared = select_dist_squared * select_dist_squared; + + bool deselect = (mask == MASK_CONTROL); + S32 left = llmin(x, mDragStartX); + S32 right = llmax(x, mDragStartX); + S32 top = llmax(y, mDragStartY); + S32 bottom =llmin(y, mDragStartY); + + left = ll_round((F32) left * LLUI::getScaleFactor().mV[VX]); + right = ll_round((F32) right * LLUI::getScaleFactor().mV[VX]); + top = ll_round((F32) top * LLUI::getScaleFactor().mV[VY]); + bottom = ll_round((F32) bottom * LLUI::getScaleFactor().mV[VY]); + + F32 old_far_plane = LLViewerCamera::getInstance()->getFar(); + F32 old_near_plane = LLViewerCamera::getInstance()->getNear(); + + S32 width = right - left + 1; + S32 height = top - bottom + 1; + + bool grow_selection = false; + bool shrink_selection = false; + + if (height > mDragLastHeight || width > mDragLastWidth) + { + grow_selection = true; + } + if (height < mDragLastHeight || width < mDragLastWidth) + { + shrink_selection = true; + } + + if (!grow_selection && !shrink_selection) + { + // nothing to do + return; + } + + mDragLastHeight = height; + mDragLastWidth = width; + + S32 center_x = (left + right) / 2; + S32 center_y = (top + bottom) / 2; + + // save drawing mode + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + + bool limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance"); + if (limit_select_distance) + { + // ...select distance from control + LLVector3 relative_av_pos = av_pos; + relative_av_pos -= LLViewerCamera::getInstance()->getOrigin(); + + F32 new_far = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() + gSavedSettings.getF32("MaxSelectDistance"); + F32 new_near = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() - gSavedSettings.getF32("MaxSelectDistance"); + + new_near = llmax(new_near, 0.1f); + + LLViewerCamera::getInstance()->setFar(new_far); + LLViewerCamera::getInstance()->setNear(new_near); + } + LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION, + center_x-width/2, center_y-height/2, width, height, + limit_select_distance); + + if (shrink_selection) + { + struct f : public LLSelectedObjectFunctor + { + virtual bool apply(LLViewerObject* vobjp) + { + LLDrawable* drawable = vobjp->mDrawable; + if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment()) + { + return true; + } + S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); + switch (result) + { + case 0: + LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp); + break; + case 1: + // check vertices + if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) + { + LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp); + } + break; + default: + break; + } + return true; + } + } func; + LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func); + } + + if (grow_selection) + { + std::vector potentials; + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + part->cull(*LLViewerCamera::getInstance(), &potentials, true); + } + } + } + + for (std::vector::iterator iter = potentials.begin(); + iter != potentials.end(); iter++) + { + LLDrawable* drawable = *iter; + LLViewerObject* vobjp = drawable->getVObj(); + + if (!drawable || !vobjp || + vobjp->getPCode() != LL_PCODE_VOLUME || + vobjp->isAttachment() || + (deselect && !vobjp->isSelected())) + { + continue; + } + + if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared) + { + continue; + } + + S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); + if (result) + { + switch (result) + { + case 1: + // check vertices + if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) + { + LLSelectMgr::getInstance()->highlightObjectOnly(vobjp); + } + break; + case 2: + LLSelectMgr::getInstance()->highlightObjectOnly(vobjp); + break; + default: + break; + } + } + } + } + + // restore drawing mode + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + + // restore camera + LLViewerCamera::getInstance()->setFar(old_far_plane); + LLViewerCamera::getInstance()->setNear(old_near_plane); + gViewerWindow->setup3DRender(); +} + +const F32 WIND_RELATIVE_ALTITUDE = 25.f; + +void LLWind::renderVectors() +{ + // Renders the wind as vectors (used for debug) + S32 i,j; + F32 x,y; + + F32 region_width_meters = LLWorld::getInstance()->getRegionWidthInMeters(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.pushMatrix(); + LLVector3 origin_agent; + origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal); + gGL.translatef(origin_agent.mV[VX], origin_agent.mV[VY], gAgent.getPositionAgent().mV[VZ] + WIND_RELATIVE_ALTITUDE); + for (j = 0; j < mSize; j++) + { + for (i = 0; i < mSize; i++) + { + x = mVelX[i + j*mSize] * WIND_SCALE_HACK; + y = mVelY[i + j*mSize] * WIND_SCALE_HACK; + gGL.pushMatrix(); + gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0); + gGL.color3f(0,1,0); + gGL.begin(LLRender::POINTS); + gGL.vertex3f(0,0,0); + gGL.end(); + gGL.color3f(1,0,0); + gGL.begin(LLRender::LINES); + gGL.vertex3f(x * 0.1f, y * 0.1f ,0.f); + gGL.vertex3f(x, y, 0.f); + gGL.end(); + gGL.popMatrix(); + } + } + gGL.popMatrix(); +} + + + + +// Used by lltoolselectland +void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global, + const LLVector3d &east_north_top_global ) +{ + LLGLSUIDefault gls_ui; + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global); + F32 west = west_south_bottom_agent.mV[VX]; + F32 south = west_south_bottom_agent.mV[VY]; +// F32 bottom = west_south_bottom_agent.mV[VZ] - 1.f; + + LLVector3 east_north_top_agent = gAgent.getPosAgentFromGlobal(east_north_top_global); + F32 east = east_north_top_agent.mV[VX]; + F32 north = east_north_top_agent.mV[VY]; +// F32 top = east_north_top_agent.mV[VZ] + 1.f; + + // HACK: At edge of last region of world, we need to make sure the region + // resolves correctly so we can get a height value. + const F32 FUDGE = 0.01f; + + F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); + F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); + F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); + F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); + + F32 sw_top = sw_bottom + PARCEL_POST_HEIGHT; + F32 se_top = se_bottom + PARCEL_POST_HEIGHT; + F32 ne_top = ne_bottom + PARCEL_POST_HEIGHT; + F32 nw_top = nw_bottom + PARCEL_POST_HEIGHT; + + LLUI::setLineWidth(2.f); + gGL.color4f(1.f, 1.f, 0.f, 1.f); + + // Cheat and give this the same pick-name as land + gGL.begin(LLRender::LINES); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + + gGL.end(); + + gGL.color4f(1.f, 1.f, 0.f, 0.2f); + gGL.begin(LLRender::QUADS); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, north, ne_bottom); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(east, south, se_bottom); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, south, sw_bottom); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(west, north, nw_bottom); + + gGL.end(); + + LLUI::setLineWidth(1.f); +} + +/* +void LLViewerParcelMgr::renderParcel(LLParcel* parcel ) +{ + S32 i; + S32 count = parcel->getBoxCount(); + for (i = 0; i < count; i++) + { + const LLParcelBox& box = parcel->getBox(i); + + F32 west = box.mMin.mV[VX]; + F32 south = box.mMin.mV[VY]; + + F32 east = box.mMax.mV[VX]; + F32 north = box.mMax.mV[VY]; + + // HACK: At edge of last region of world, we need to make sure the region + // resolves correctly so we can get a height value. + const F32 FUDGE = 0.01f; + + F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); + F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); + F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); + F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); + + // little hack to make nearby lines not Z-fight + east -= 0.1f; + north -= 0.1f; + + F32 sw_top = sw_bottom + POST_HEIGHT; + F32 se_top = se_bottom + POST_HEIGHT; + F32 ne_top = ne_bottom + POST_HEIGHT; + F32 nw_top = nw_bottom + POST_HEIGHT; + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + LLUI::setLineWidth(2.f); + gGL.color4f(0.f, 1.f, 1.f, 1.f); + + // Cheat and give this the same pick-name as land + gGL.begin(LLRender::LINES); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + + gGL.end(); + + gGL.color4f(0.f, 1.f, 1.f, 0.2f); + gGL.begin(LLRender::QUADS); + + gGL.vertex3f(west, north, nw_bottom); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, north, ne_bottom); + + gGL.vertex3f(east, north, ne_bottom); + gGL.vertex3f(east, north, ne_top); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(east, south, se_bottom); + + gGL.vertex3f(east, south, se_bottom); + gGL.vertex3f(east, south, se_top); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, south, sw_bottom); + + gGL.vertex3f(west, south, sw_bottom); + gGL.vertex3f(west, south, sw_top); + gGL.vertex3f(west, north, nw_top); + gGL.vertex3f(west, north, nw_bottom); + + gGL.end(); + + LLUI::setLineWidth(1.f); + } +} +*/ + + +// north = a wall going north/south. Need that info to set up texture +// coordinates correctly. +void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp) +{ + // HACK: At edge of last region of world, we need to make sure the region + // resolves correctly so we can get a height value. + const F32 BORDER = REGION_WIDTH_METERS - 0.1f; + + F32 clamped_x1 = x1; + F32 clamped_y1 = y1; + F32 clamped_x2 = x2; + F32 clamped_y2 = y2; + + if (clamped_x1 > BORDER) clamped_x1 = BORDER; + if (clamped_y1 > BORDER) clamped_y1 = BORDER; + if (clamped_x2 > BORDER) clamped_x2 = BORDER; + if (clamped_y2 > BORDER) clamped_y2 = BORDER; + + F32 z; + F32 z1; + F32 z2; + + z1 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x1, clamped_y1, 0.f ) ); + z2 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x2, clamped_y2, 0.f ) ); + + // Convert x1 and x2 from region-local to agent coords. + LLVector3 origin = regionp->getOriginAgent(); + x1 += origin.mV[VX]; + x2 += origin.mV[VX]; + y1 += origin.mV[VY]; + y2 += origin.mV[VY]; + + if (height < 1.f) + { + z = z1+height; + gGL.vertex3f(x1, y1, z); + + gGL.vertex3f(x1, y1, z1); + + gGL.vertex3f(x2, y2, z2); + + z = z2+height; + gGL.vertex3f(x2, y2, z); + } + else + { + F32 tex_coord1; + F32 tex_coord2; + + if (WEST_MASK == direction) + { + tex_coord1 = y1; + tex_coord2 = y2; + } + else if (SOUTH_MASK == direction) + { + tex_coord1 = x1; + tex_coord2 = x2; + } + else if (EAST_MASK == direction) + { + tex_coord1 = y2; + tex_coord2 = y1; + } + else /* (NORTH_MASK == direction) */ + { + tex_coord1 = x2; + tex_coord2 = x1; + } + + + gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f); + gGL.vertex3f(x1, y1, z1); + + gGL.texCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f); + gGL.vertex3f(x2, y2, z2); + + // top edge stairsteps + z = llmax(z2+height, z1+height); + gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f); + gGL.vertex3f(x2, y2, z); + + gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f); + gGL.vertex3f(x1, y1, z); + } +} + + +void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegion* regionp) +{ + S32 x, y; + F32 x1, y1; // start point + F32 x2, y2; // end point + bool has_segments = false; + + LLGLSUIDefault gls_ui; + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + gGL.color4f(1.f, 1.f, 0.f, 0.2f); + + const S32 STRIDE = (mParcelsPerEdge+1); + + // Cheat and give this the same pick-name as land + + + for (y = 0; y < STRIDE; y++) + { + for (x = 0; x < STRIDE; x++) + { + U8 segment_mask = segments[x + y*STRIDE]; + + if (segment_mask & SOUTH_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1 + PARCEL_GRID_STEP_METERS; + y2 = y1; + + if (!has_segments) + { + has_segments = true; + gGL.begin(LLRender::QUADS); + } + renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, SOUTH_MASK, regionp); + } + + if (segment_mask & WEST_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1; + y2 = y1 + PARCEL_GRID_STEP_METERS; + + if (!has_segments) + { + has_segments = true; + gGL.begin(LLRender::QUADS); + } + renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp); + } + } + } + + if (has_segments) + { + gGL.end(); + } +} + + +void LLViewerParcelMgr::renderCollisionSegments(U8* segments, bool use_pass, LLViewerRegion* regionp) +{ + + S32 x, y; + F32 x1, y1; // start point + F32 x2, y2; // end point + F32 alpha = 0; + F32 dist = 0; + F32 dx, dy; + F32 collision_height; + + const S32 STRIDE = (mParcelsPerEdge+1); + + LLVector3 pos = gAgent.getPositionAgent(); + + F32 pos_x = pos.mV[VX]; + F32 pos_y = pos.mV[VY]; + + LLGLSUIDefault gls_ui; + LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + if (mCollisionBanned == BA_BANNED || + regionp->getRegionFlag(REGION_FLAGS_BLOCK_FLYOVER)) + { + collision_height = BAN_HEIGHT; + } + else + { + collision_height = PARCEL_HEIGHT; + } + + + if (use_pass && (mCollisionBanned == BA_NOT_ON_LIST)) + { + gGL.getTexUnit(0)->bind(mPassImage); + } + else + { + gGL.getTexUnit(0)->bind(mBlockedImage); + } + + gGL.begin(LLRender::QUADS); + + for (y = 0; y < STRIDE; y++) + { + for (x = 0; x < STRIDE; x++) + { + U8 segment_mask = segments[x + y*STRIDE]; + U8 direction; + const F32 MAX_ALPHA = 0.95f; + const S32 DIST_OFFSET = 5; + const S32 MIN_DIST_SQ = DIST_OFFSET*DIST_OFFSET; + const S32 MAX_DIST_SQ = 169; + + if (segment_mask & SOUTH_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1 + PARCEL_GRID_STEP_METERS; + y2 = y1; + + dy = (pos_y - y1) + DIST_OFFSET; + + if (pos_x < x1) + dx = pos_x - x1; + else if (pos_x > x2) + dx = pos_x - x2; + else + dx = 0; + + dist = dx*dx+dy*dy; + + if (dist < MIN_DIST_SQ) + alpha = MAX_ALPHA; + else if (dist > MAX_DIST_SQ) + alpha = 0.0f; + else + alpha = 30/dist; + + alpha = llclamp(alpha, 0.0f, MAX_ALPHA); + + gGL.color4f(1.f, 1.f, 1.f, alpha); + + if ((pos_y - y1) < 0) direction = SOUTH_MASK; + else direction = NORTH_MASK; + + // avoid Z fighting + renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); + + } + + if (segment_mask & WEST_MASK) + { + x1 = x * PARCEL_GRID_STEP_METERS; + y1 = y * PARCEL_GRID_STEP_METERS; + + x2 = x1; + y2 = y1 + PARCEL_GRID_STEP_METERS; + + dx = (pos_x - x1) + DIST_OFFSET; + + if (pos_y < y1) + dy = pos_y - y1; + else if (pos_y > y2) + dy = pos_y - y2; + else + dy = 0; + + dist = dx*dx+dy*dy; + + if (dist < MIN_DIST_SQ) + alpha = MAX_ALPHA; + else if (dist > MAX_DIST_SQ) + alpha = 0.0f; + else + alpha = 30/dist; + + alpha = llclamp(alpha, 0.0f, MAX_ALPHA); + + gGL.color4f(1.f, 1.f, 1.f, alpha); + + if ((pos_x - x1) > 0) direction = WEST_MASK; + else direction = EAST_MASK; + + // avoid Z fighting + renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); + + } + } + } + + gGL.end(); +} + +void LLViewerParcelMgr::resetCollisionTimer() +{ + mCollisionTimer.reset(); + mRenderCollision = true; +} + +void draw_line_cube(F32 width, const LLVector3& center) +{ + width = 0.5f * width; + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); + + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); + + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); + gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); +} + +void draw_cross_lines(const LLVector3& center, F32 dx, F32 dy, F32 dz) +{ + gGL.vertex3f(center.mV[VX] - dx, center.mV[VY], center.mV[VZ]); + gGL.vertex3f(center.mV[VX] + dx, center.mV[VY], center.mV[VZ]); + gGL.vertex3f(center.mV[VX], center.mV[VY] - dy, center.mV[VZ]); + gGL.vertex3f(center.mV[VX], center.mV[VY] + dy, center.mV[VZ]); + gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] - dz); + gGL.vertex3f(center.mV[VX], center.mV[VY], center.mV[VZ] + dz); +} + +void LLViewerObjectList::renderObjectBeacons() +{ + if (mDebugBeacons.empty()) + { + return; + } + + LLGLSUIDefault gls_ui; + + gUIProgram.bind(); + + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + S32 last_line_width = -1; + // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) + + for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) + { + const LLDebugBeacon &debug_beacon = *iter; + LLColor4 color = debug_beacon.mColor; + color.mV[3] *= 0.25f; + S32 line_width = debug_beacon.mLineWidth; + if (line_width != last_line_width) + { + gGL.flush(); + glLineWidth( (F32)line_width ); + last_line_width = line_width; + } + + const LLVector3 &thisline = debug_beacon.mPositionAgent; + + gGL.begin(LLRender::LINES); + gGL.color4fv(linearColor4(color).mV); + draw_cross_lines(thisline, 2.0f, 2.0f, 50.f); + draw_line_cube(0.10f, thisline); + + gGL.end(); + } + } + + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest gls_depth(GL_TRUE); + + S32 last_line_width = -1; + // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width) + + for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) + { + const LLDebugBeacon &debug_beacon = *iter; + + S32 line_width = debug_beacon.mLineWidth; + if (line_width != last_line_width) + { + gGL.flush(); + glLineWidth( (F32)line_width ); + last_line_width = line_width; + } + + const LLVector3 &thisline = debug_beacon.mPositionAgent; + gGL.begin(LLRender::LINES); + gGL.color4fv(linearColor4(debug_beacon.mColor).mV); + draw_cross_lines(thisline, 0.5f, 0.5f, 0.5f); + draw_line_cube(0.10f, thisline); + + gGL.end(); + } + + gGL.flush(); + glLineWidth(1.f); + + for (std::vector::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter) + { + LLDebugBeacon &debug_beacon = *iter; + if (debug_beacon.mString == "") + { + continue; + } + LLHUDText *hud_textp = (LLHUDText *)LLHUDObject::addHUDObject(LLHUDObject::LL_HUD_TEXT); + + hud_textp->setZCompare(false); + LLColor4 color; + color = debug_beacon.mTextColor; + color.mV[3] *= 1.f; + + hud_textp->setString(debug_beacon.mString); + hud_textp->setColor(color); + hud_textp->setPositionAgent(debug_beacon.mPositionAgent); + debug_beacon.mHUDObject = hud_textp; + } + } +} + +void LLSky::renderSunMoonBeacons(const LLVector3& pos_agent, const LLVector3& direction, LLColor4 color) +{ + LLGLSUIDefault gls_ui; + gUIProgram.bind(); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + LLVector3 pos_end; + for (S32 i = 0; i < 3; ++i) + { + pos_end.mV[i] = pos_agent.mV[i] + (50 * direction.mV[i]); + } + glLineWidth(LLPipeline::DebugBeaconLineWidth); + gGL.begin(LLRender::LINES); + color.mV[3] *= 0.5f; + gGL.color4fv(color.mV); + draw_cross_lines(pos_agent, 0.5f, 0.5f, 0.5f); + draw_cross_lines(pos_end, 2.f, 2.f, 2.f); + gGL.vertex3fv(pos_agent.mV); + gGL.vertex3fv(pos_end.mV); + gGL.end(); + + gGL.flush(); + glLineWidth(1.f); + +} + +//----------------------------------------------------------------------------- +// gpu_benchmark() helper classes +//----------------------------------------------------------------------------- + +// This struct is used to ensure that once we call initProfile(), it will +// definitely be matched by a corresponding call to finishProfile(). It's +// a struct rather than a class simply because every member is public. +struct ShaderProfileHelper +{ + ShaderProfileHelper() + { + LLGLSLShader::initProfile(); + } + ~ShaderProfileHelper() + { + LLGLSLShader::finishProfile(false); + } +}; + +// This helper class is used to ensure that each generateTextures() call +// is matched by a corresponding deleteTextures() call. It also handles +// the bindManual() calls using those textures. +class TextureHolder +{ +public: + TextureHolder(U32 unit, U32 size) : + texUnit(gGL.getTexUnit(unit)), + source(size) // preallocate vector + { + // takes (count, pointer) + // &vector[0] gets pointer to contiguous array + LLImageGL::generateTextures(source.size(), &source[0]); + } + + ~TextureHolder() + { + // unbind + if (texUnit) + { + texUnit->unbind(LLTexUnit::TT_TEXTURE); + } + // ensure that we delete these textures regardless of how we exit + LLImageGL::deleteTextures(source.size(), &source[0]); + } + + bool bind(U32 index) + { + if (texUnit) // should always be there with dummy (-1), but just in case + { + return texUnit->bindManual(LLTexUnit::TT_TEXTURE, source[index]); + } + return false; + } + +private: + // capture which LLTexUnit we're going to use + LLTexUnit* texUnit; + + // use std::vector for implicit resource management + std::vector source; +}; + +class ShaderBinder +{ +public: + ShaderBinder(LLGLSLShader& shader) : + mShader(shader) + { + mShader.bind(); + } + ~ShaderBinder() + { + mShader.unbind(); + } + +private: + LLGLSLShader& mShader; +}; + + +//----------------------------------------------------------------------------- +// gpu_benchmark() +// returns measured memory bandwidth of GPU in gigabytes per second +//----------------------------------------------------------------------------- +F32 gpu_benchmark() +{ + if (gGLManager.mGLVersion < 3.3f) + { // don't bother benchmarking venerable drivers which don't support accurate timing anyway + return -1.f; + } + + if (gBenchmarkProgram.mProgramObject == 0) + { + LLViewerShaderMgr::instance()->initAttribsAndUniforms(); + + gBenchmarkProgram.mName = "Benchmark Shader"; + gBenchmarkProgram.mFeatures.attachNothing = true; + gBenchmarkProgram.mShaderFiles.clear(); + gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); + gBenchmarkProgram.mShaderFiles.push_back(std::make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); + gBenchmarkProgram.mShaderLevel = 1; + if (!gBenchmarkProgram.createShader(NULL, NULL)) + { + return -1.f; + } + } + + LLGLDisable blend(GL_BLEND); + + //measure memory bandwidth by: + // - allocating a batch of textures and render targets + // - rendering those textures to those render targets + // - recording time taken + // - taking the median time for a given number of samples + + //resolution of textures/render targets + const U32 res = 1024; + + //number of textures + const U32 count = 32; + + //number of samples to take + const S32 samples = 64; + + //time limit, allocation operations shouldn't take longer then 30 seconds, same for actual benchmark. + const F32 time_limit = 30; + + std::vector dest(count); + TextureHolder texHolder(0, count); + std::vector results; + + //build a random texture + U8* pixels = new U8[res*res*4]; + + for (U32 i = 0; i < res*res*4; ++i) + { + pixels[i] = (U8) ll_rand(255); + } + + gGL.setColorMask(true, true); + LLGLDepthTest depth(GL_FALSE); + + LLTimer alloc_timer; + alloc_timer.start(); + for (U32 i = 0; i < count; ++i) + { + //allocate render targets and textures + if (!dest[i].allocate(res, res, GL_RGBA)) + { + LL_WARNS("Benchmark") << "Failed to allocate render target." << LL_ENDL; + // abandon the benchmark test + delete[] pixels; + return -1.f; + } + dest[i].bindTarget(); + dest[i].clear(); + dest[i].flush(); + + if (!texHolder.bind(i)) + { + // can use a dummy value mDummyTexUnit = new LLTexUnit(-1); + LL_WARNS("Benchmark") << "Failed to bind tex unit." << LL_ENDL; + // abandon the benchmark test + delete[] pixels; + return -1.f; + } + LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RGBA, res,res,GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + if (alloc_timer.getElapsedTimeF32() > time_limit) + { + // abandon the benchmark test + LL_WARNS("Benchmark") << "Allocation operation took longer then 30 seconds, stopping." << LL_ENDL; + delete[] pixels; + return -1.f; + } + } + + delete [] pixels; + + //make a dummy triangle to draw with + LLPointer buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); + + if (!buff->allocateBuffer(3, 0)) + { + LL_WARNS("Benchmark") << "Failed to allocate buffer during benchmark." << LL_ENDL; + // abandon the benchmark test + return -1.f; + } + + LLStrider v; + + if (! buff->getVertexStrider(v)) + { + LL_WARNS("Benchmark") << "GL LLVertexBuffer::getVertexStrider() returned false, " + << "buff->getMappedData() is" + << (buff->getMappedData()? " not" : "") + << " NULL" << LL_ENDL; + // abandon the benchmark test + return -1.f; + } + + // generate dummy triangle + v[0].set(-1, 1, 0); + v[1].set(-1, -3, 0); + v[2].set(3, 1, 0); + + buff->unmapBuffer(); + + LLGLSLShader::unbind(); + + F32 time_passed = 0; // seconds + + { //run CPU timer benchmark + glFinish(); + gBenchmarkProgram.bind(); + for (S32 c = -1; c < samples && time_passed < time_limit; ++c) + { + LLTimer timer; + timer.start(); + + for (U32 i = 0; i < count; ++i) + { + dest[i].bindTarget(); + texHolder.bind(i); + buff->setBuffer(); + buff->drawArrays(LLRender::TRIANGLES, 0, 3); + dest[i].flush(); + } + + //wait for current batch of copies to finish + glFinish(); + + F32 time = timer.getElapsedTimeF32(); + time_passed += time; + + if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow + { + //store result in gigabytes per second + F32 gb = (F32)((F64)(res * res * 8 * count)) / (1000000000); + F32 gbps = gb / time; + results.push_back(gbps); + } + } + gBenchmarkProgram.unbind(); + } + + std::sort(results.begin(), results.end()); + + F32 gbps = results[results.size()/2]; + + LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to CPU timers, " << (F32)results.size() << " tests took " << time_passed << " seconds" << LL_ENDL; + +#if LL_DARWIN + if (gbps > 512.f) + { + LL_WARNS("Benchmark") << "Memory bandwidth is improbably high and likely incorrect; discarding result." << LL_ENDL; + //OSX is probably lying, discard result + return -1.f; + } +#endif + + // run GPU timer benchmark + { + ShaderProfileHelper initProfile; + dest[0].bindTarget(); + gBenchmarkProgram.bind(); + for (S32 c = 0; c < samples; ++c) + { + for (U32 i = 0; i < count; ++i) + { + texHolder.bind(i); + buff->setBuffer(); + buff->drawArrays(LLRender::TRIANGLES, 0, 3); + } + } + gBenchmarkProgram.unbind(); + dest[0].flush(); + } + + F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f; + F32 seconds = ms/1000.f; + + F64 samples_drawn = gBenchmarkProgram.mSamplesDrawn; + F32 samples_sec = (samples_drawn/1000000000.0)/seconds; + gbps = samples_sec*4; // 4 bytes per sample + + LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL; + + return gbps; +} -- cgit v1.2.3