/** * @file llviewerdisplay.cpp * @brief LLViewerDisplay class implementation * * $LicenseInfo:firstyear=2004&license=viewergpl$ * * Copyright (c) 2004-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llviewerdisplay.h" #include "llgl.h" #include "llglimmediate.h" #include "llglheaders.h" #include "llagent.h" #include "llviewercontrol.h" #include "llcoord.h" #include "llcriticaldamp.h" #include "lldir.h" #include "lldynamictexture.h" #include "lldrawpoolalpha.h" #include "llfeaturemanager.h" #include "llframestats.h" #include "llhudmanager.h" #include "llimagebmp.h" #include "llimagegl.h" #include "llselectmgr.h" #include "llsky.h" #include "llstartup.h" #include "lltoolfocus.h" #include "lltoolmgr.h" #include "lltooldraganddrop.h" #include "lltoolpie.h" #include "lltracker.h" #include "llui.h" #include "llviewercamera.h" #include "llviewerobjectlist.h" #include "llviewerparcelmgr.h" #include "llviewerwindow.h" #include "llvoavatar.h" #include "llvograss.h" #include "llworld.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llappviewer.h" #include "llstartup.h" #include "llfasttimer.h" #include "llfloatertools.h" #include "llviewerimagelist.h" #include "llfocusmgr.h" #include "llcubemap.h" #include "llviewerregion.h" #include "lldrawpoolwater.h" #include "lldrawpoolbump.h" #include "llwlparammanager.h" #include "llwaterparammanager.h" #include "llpostprocess.h" extern LLPointer gStartImageGL; extern BOOL gDisplaySwapBuffers; LLPointer gDisconnectedImagep = NULL; // used to toggle renderer back on after teleport const F32 TELEPORT_RENDER_DELAY = 20.f; // Max time a teleport is allowed to take before we raise the curtain const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived. BOOL gTeleportDisplay = FALSE; LLFrameTimer gTeleportDisplayTimer; LLFrameTimer gTeleportArrivalTimer; const F32 RESTORE_GL_TIME = 5.f; // Wait this long while reloading textures before we raise the curtain BOOL gForceRenderLandFence = FALSE; BOOL gDisplaySwapBuffers = FALSE; BOOL gResizeScreenTexture = FALSE; BOOL gSnapshot = FALSE; // Rendering stuff void pre_show_depth_buffer(); void post_show_depth_buffer(); void render_ui_and_swap(); void render_ui_and_swap_if_needed(); void render_hud_attachments(); void render_ui_3d(); void render_ui_2d(); void render_disconnected_background(); void render_hud_elements(); void process_keystrokes_async(); void display_startup() { if ( !gViewerWindow->getActive() || !gViewerWindow->mWindow->getVisible() || gViewerWindow->mWindow->getMinimized() || gNoRender ) { return; } LLGLSDefault gls_default; // Required for HTML update in login screen static S32 frame_count = 0; #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif if (frame_count++ > 1) // make sure we have rendered a frame first { LLDynamicTexture::updateAllInstances(); } #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); LLGLSUIDefault gls_ui; gPipeline.disableLights(); gViewerWindow->setup2DRender(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); gGL.start(); gViewerWindow->draw(); gGL.stop(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif gViewerWindow->mWindow->swapBuffers(); glClear(GL_DEPTH_BUFFER_BIT); } void display_update_camera() { // TODO: cut draw distance down if customizing avatar? // TODO: cut draw distance on per-parcel basis? // Cut draw distance in half when customizing avatar, // but on the viewer only. F32 final_far = gAgent.mDrawDistance; if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgent.getCameraMode()) { final_far *= 0.5f; } gCamera->setFar(final_far); gViewerWindow->setup3DRender(); // update all the sky/atmospheric/water settings LLWLParamManager::instance()->update(gCamera); LLWaterParamManager::instance()->update(gCamera); // Update land visibility too if (gWorldp) { gWorldp->setLandFarClip(final_far); } } // Paint the display! void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) { LLFastTimer t(LLFastTimer::FTM_RENDER); if (LLPipeline::sRenderFrameTest) { send_agent_pause(); } gSnapshot = for_snapshot; LLGLSDefault gls_default; LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL); // No clue where this is getting unset, but safe enough to reset it here. //this causes frame stalls, try real hard not to uncomment this line - DaveP //LLGLState::resetTextureStates(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif gPipeline.disableLights(); // Don't draw if the window is hidden or minimized. // In fact, must explicitly check the minimized state before drawing. // Attempting to draw into a minimized window causes a GL error. JC if ( !gViewerWindow->getActive() || !gViewerWindow->mWindow->getVisible() || gViewerWindow->mWindow->getMinimized() ) { // Clean up memory the pools may have allocated if (rebuild) { gFrameStats.start(LLFrameStats::REBUILD); gPipeline.rebuildPools(); } return; } gViewerWindow->checkSettings(); gViewerWindow->performPick(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); LLGLState::checkTextureChannels(); #endif ////////////////////////////////////////////////////////// // // Logic for forcing window updates if we're in drone mode. // if (gNoRender) { #if LL_WINDOWS static F32 last_update_time = 0.f; if ((gFrameTimeSeconds - last_update_time) > 1.f) { InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE); last_update_time = gFrameTimeSeconds; } #elif LL_DARWIN // MBW -- Do something clever here. #endif // Not actually rendering, don't bother. return; } // // Bail out if we're in the startup state and don't want to try to // render the world. // if (LLStartUp::getStartupState() < STATE_STARTED) { display_startup(); return; } //LLGLState::verify(FALSE); ///////////////////////////////////////////////// // // Update GL Texture statistics (used for discard logic?) // gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS); stop_glerror(); LLImageGL::updateStats(gFrameTimeSeconds); LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName"); LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll"); gPipeline.mBackfaceCull = TRUE; gFrameCount++; if (gFocusMgr.getAppHasFocus()) { gForegroundFrameCount++; } ////////////////////////////////////////////////////////// // // Display start screen if we're teleporting, and skip render // if (gTeleportDisplay) { const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived. S32 attach_count = 0; if (gAgent.getAvatarObject()) { attach_count = gAgent.getAvatarObject()->getAttachmentCount(); } F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count; F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32(); F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time); if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) ) { // Give up. Don't keep the UI locked forever. gAgent.setTeleportState( LLAgent::TELEPORT_NONE ); gAgent.setTeleportMessage(""); } const LLString& message = gAgent.getTeleportMessage(); switch( gAgent.getTeleportState() ) { case LLAgent::TELEPORT_START: // Transition to REQUESTED. Viewer has sent some kind // of TeleportRequest to the source simulator gTeleportDisplayTimer.reset(); gViewerWindow->setShowProgress(TRUE); gViewerWindow->setProgressPercent(0); gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED ); gAgent.setTeleportMessage( LLAgent::sTeleportProgressMessages["requesting"]); break; case LLAgent::TELEPORT_REQUESTED: // Waiting for source simulator to respond gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) ); gViewerWindow->setProgressString(message); break; case LLAgent::TELEPORT_MOVING: // Viewer has received destination location from source simulator gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) ); gViewerWindow->setProgressString(message); break; case LLAgent::TELEPORT_START_ARRIVAL: // Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator gTeleportArrivalTimer.reset(); gViewerWindow->setProgressCancelButtonVisible(FALSE, "Cancel"); gViewerWindow->setProgressPercent(75.f); gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING ); gAgent.setTeleportMessage( LLAgent::sTeleportProgressMessages["arriving"]); gImageList.mForceResetTextureStats = TRUE; break; case LLAgent::TELEPORT_ARRIVING: // Make the user wait while content "pre-caches" { F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / TELEPORT_ARRIVAL_DELAY); if( arrival_fraction > 1.f ) { arrival_fraction = 1.f; gAgent.setTeleportState( LLAgent::TELEPORT_NONE ); } gViewerWindow->setProgressCancelButtonVisible(FALSE, "Cancel"); gViewerWindow->setProgressPercent( arrival_fraction * 25.f + 75.f); gViewerWindow->setProgressString(message); } break; case LLAgent::TELEPORT_NONE: // No teleport in progress gViewerWindow->setShowProgress(FALSE); gTeleportDisplay = FALSE; break; } } else if(LLAppViewer::instance()->logoutRequestSent()) { F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime; if (percent_done > 100.f) { percent_done = 100.f; } if( LLApp::isExiting() ) { percent_done = 100.f; } gViewerWindow->setProgressPercent( percent_done ); } else if (gRestoreGL) { F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME; if( percent_done > 100.f ) { gViewerWindow->setShowProgress(FALSE); gRestoreGL = FALSE; } else { if( LLApp::isExiting() ) { percent_done = 100.f; } gViewerWindow->setProgressPercent( percent_done ); } } ////////////////////////// // // Prepare for the next frame // ///////////////////////////// // // Update the camera // // gCamera->setZoomParameters(zoom_factor, subfield); gCamera->setNear(MIN_NEAR_PLANE); ////////////////////////// // // clear the next buffer // (must follow dynamic texture writing since that uses the frame buffer) // if (gDisconnected) { render_ui_and_swap_if_needed(); gDisplaySwapBuffers = TRUE; render_disconnected_background(); } ////////////////////////// // // Set rendering options // // stop_glerror(); if (gSavedSettings.getBOOL("ShowDepthBuffer")) { pre_show_depth_buffer(); } stop_glerror(); /////////////////////////////////////// // // Slam lighting parameters back to our defaults. // Note that these are not the same as GL defaults... stop_glerror(); F32 one[4] = {1.f, 1.f, 1.f, 1.f}; glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one); stop_glerror(); ///////////////////////////////////// // // Render // // Actually push all of our triangles to the screen. // // do render-to-texture stuff here if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES)) { LLFastTimer t(LLFastTimer::FTM_UPDATE_TEXTURES); if (LLDynamicTexture::updateAllInstances()) { glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } } gViewerWindow->setupViewport(); if (!gDisconnected) { if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { //don't draw hud objects in this frame gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); } //upkeep gl name pools LLGLNamePool::upkeepPools(); stop_glerror(); display_update_camera(); stop_glerror(); // *TODO: merge these two methods gHUDManager->updateEffects(); LLHUDObject::updateAll(); stop_glerror(); gFrameStats.start(LLFrameStats::UPDATE_GEOM); const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time gPipeline.updateGeom(max_geom_update_time); stop_glerror(); gFrameStats.start(LLFrameStats::UPDATE_CULL); S32 water_clip = 0; if ((LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT) > 1) && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER)) { if (gCamera->cameraUnderWater()) { water_clip = -1; } else { water_clip = 1; } } //Increment drawable frame counter LLDrawable::incrementVisible(); LLPipeline::sUseOcclusion = (!gUseWireframe && gFeatureManagerp->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion") && gGLManager.mHasOcclusionQuery) ? 2 : 0; LLPipeline::sFastAlpha = gSavedSettings.getBOOL("RenderFastAlpha"); LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); LLVOAvatar::sMaxVisible = gSavedSettings.getS32("RenderAvatarMaxVisible"); S32 occlusion = LLPipeline::sUseOcclusion; if (!gDisplaySwapBuffers) { //depth buffer is invalid, don't overwrite occlusion state LLPipeline::sUseOcclusion = llmin(occlusion, 1); } static LLCullResult result; gPipeline.updateCull(*gCamera, result, water_clip); stop_glerror(); BOOL to_texture = !for_snapshot && gPipeline.canUseVertexShaders() && LLPipeline::sRenderGlow && gGLManager.mHasFramebufferObject; // now do the swap buffer (just before rendering to framebuffer) { //swap and flush state from previous frame { LLFastTimer ftm(LLFastTimer::FTM_CLIENT_COPY); LLVertexBuffer::clientCopy(0.016); } if (gResizeScreenTexture) { gResizeScreenTexture = FALSE; gPipeline.resizeScreenTexture(); } glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); glClearColor(0,0,0,0); if (!for_snapshot) { render_ui_and_swap_if_needed(); gDisplaySwapBuffers = TRUE; glh::matrix4f proj = glh_get_current_projection(); glh::matrix4f mod = glh_get_current_modelview(); glViewport(0,0,512,512); LLVOAvatar::updateFreezeCounter() ; LLVOAvatar::updateImpostors(); glh_set_current_projection(proj); glh_set_current_modelview(mod); glMatrixMode(GL_PROJECTION); glLoadMatrixf(proj.m); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(mod.m); gViewerWindow->setupViewport(); } glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } if (!for_snapshot) { gPipeline.processImagery(*gCamera); gPipeline.generateWaterReflection(*gCamera); } ////////////////////////////////////// // // Update images, using the image stats generated during object update/culling // // Can put objects onto the retextured list. // // Doing this here gives hardware occlusion queries extra time to complete gFrameStats.start(LLFrameStats::IMAGE_UPDATE); { LLFastTimer t(LLFastTimer::FTM_IMAGE_UPDATE); LLViewerImage::updateClass(gCamera->getVelocityStat()->getMean(), gCamera->getAngularVelocityStat()->getMean()); gBumpImageList.updateImages(); // must be called before gImageList version so that it's textures are thrown out first. const F32 max_image_decode_time = llmin(0.005f, 0.005f*10.f*gFrameIntervalSeconds); // 50 ms/second decode time (no more than 5ms/frame) gImageList.updateImages(max_image_decode_time); stop_glerror(); } /////////////////////////////////// // // StateSort // // Responsible for taking visible objects, and adding them to the appropriate draw orders. // In the case of alpha objects, z-sorts them first. // Also creates special lists for outlines and selected face rendering. // { gFrameStats.start(LLFrameStats::STATE_SORT); gPipeline.stateSort(*gCamera, result); stop_glerror(); if (rebuild) { ////////////////////////////////////// // // rebuildPools // // gFrameStats.start(LLFrameStats::REBUILD); gPipeline.rebuildPools(); stop_glerror(); } } LLPipeline::sUseOcclusion = occlusion; { LLFastTimer t(LLFastTimer::FTM_UPDATE_SKY); gSky.updateSky(); } if(gUseWireframe) { glClearColor(0.5f, 0.5f, 0.5f, 0.f); glClear(GL_COLOR_BUFFER_BIT); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } //// render frontmost floater opaque for occlusion culling purposes //LLFloater* frontmost_floaterp = gFloaterView->getFrontmost(); //// assumes frontmost floater with focus is opaque //if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp)) //{ // glMatrixMode(GL_MODELVIEW); // glPushMatrix(); // { // LLGLSNoTexture gls_no_texture; // glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); // glLoadIdentity(); // LLRect floater_rect = frontmost_floaterp->getScreenRect(); // // deflate by one pixel so rounding errors don't occlude outside of floater extents // floater_rect.stretch(-1); // LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidth(), // (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeight(), // (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidth(), // (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeight()); // floater_3d_rect.translate(-0.5f, -0.5f); // glTranslatef(0.f, 0.f, -gCamera->getNear()); // glScalef(gCamera->getNear() * gCamera->getAspect() / sinf(gCamera->getView()), gCamera->getNear() / sinf(gCamera->getView()), 1.f); // gGL.color4fv(LLColor4::white.mV); // gGL.begin(GL_QUADS); // { // gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f); // gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f); // gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f); // gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f); // } // gGL.end(); // glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // } // glPopMatrix(); //} if (to_texture) { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gPipeline.mScreen.bindTarget(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); } if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) && !gRestoreGL) { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); LLPipeline::sUnderWaterRender = gCamera->cameraUnderWater() ? TRUE : FALSE; gPipeline.renderGeom(*gCamera, TRUE); LLPipeline::sUnderWaterRender = FALSE; glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //store this frame's modelview matrix for use //when rendering next frame's occlusion queries for (U32 i = 0; i < 16; i++) { gGLLastModelView[i] = gGLModelView[i]; } stop_glerror(); } if (to_texture) { gPipeline.mScreen.flush(); } /// We copy the frame buffer straight into a texture here, /// and then display it again with compositor effects. /// Using render to texture would be faster/better, but I don't have a /// grasp of their full display stack just yet. // gPostProcess->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight()); } gFrameStats.start(LLFrameStats::RENDER_UI); if (gHandleKeysAsync) { process_keystrokes_async(); stop_glerror(); } gFrameStats.start(LLFrameStats::MISC_END); stop_glerror(); if (LLPipeline::sRenderFrameTest) { send_agent_resume(); LLPipeline::sRenderFrameTest = FALSE; } } void render_hud_attachments() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glh::matrix4f current_proj = glh_get_current_projection(); glh::matrix4f current_mod = glh_get_current_modelview(); if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices(FALSE)) { LLCamera hud_cam = *gCamera; LLVector3 origin = hud_cam.getOrigin(); hud_cam.setOrigin(-1.f,0,0); hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1)); LLViewerCamera::updateFrustumPlanes(hud_cam, TRUE); //only render hud objects U32 mask = gPipeline.getRenderTypeMask(); gPipeline.setRenderTypeMask(0); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); BOOL has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); if (has_ui) { gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI); } S32 use_occlusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = 0; LLPipeline::sDisableShaders = TRUE; //cull, sort, and render hud objects static LLCullResult result; gPipeline.updateCull(hud_cam, result); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA); gPipeline.stateSort(hud_cam, result); gPipeline.renderGeom(hud_cam); render_hud_elements(); //restore type mask gPipeline.setRenderTypeMask(mask); if (has_ui) { gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI); } LLPipeline::sUseOcclusion = use_occlusion; LLPipeline::sDisableShaders = FALSE; } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glh_set_current_projection(current_proj); glh_set_current_modelview(current_mod); } BOOL setup_hud_matrices(BOOL for_select) { LLVOAvatar* my_avatarp = gAgent.getAvatarObject(); if (my_avatarp && my_avatarp->hasHUDAttachment()) { if (!for_select) { // clamp target zoom level to reasonable values my_avatarp->mHUDTargetZoom = llclamp(my_avatarp->mHUDTargetZoom, 0.1f, 1.f); // smoothly interpolate current zoom level my_avatarp->mHUDCurZoom = lerp(my_avatarp->mHUDCurZoom, my_avatarp->mHUDTargetZoom, LLCriticalDamp::getInterpolant(0.03f)); } F32 zoom_level = my_avatarp->mHUDCurZoom; // clear z buffer and set up transform for hud if (!for_select) { //glClear(GL_DEPTH_BUFFER_BIT); } LLBBox hud_bbox = my_avatarp->getHUDBBox(); // set up transform to encompass bounding box of HUD glMatrixMode(GL_PROJECTION); F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f); if (for_select) { //RN: reset viewport to window extents so ortho screen is calculated with proper reference frame gViewerWindow->setupViewport(); } glh::matrix4f proj = gl_ortho(-0.5f * gCamera->getAspect(), 0.5f * gCamera->getAspect(), -0.5f, 0.5f, 0.f, hud_depth); proj.element(2,2) = -0.01f; // apply camera zoom transform (for high res screenshots) F32 zoom_factor = gCamera->getZoomFactor(); S16 sub_region = gCamera->getZoomSubRegion(); if (zoom_factor > 1.f) { float offset = zoom_factor - 1.f; int pos_y = sub_region / llceil(zoom_factor); int pos_x = sub_region - (pos_y*llceil(zoom_factor)); glh::matrix4f mat; mat.set_scale(glh::vec3f(zoom_factor, zoom_factor, 1.f)); mat.set_translate(glh::vec3f(gCamera->getAspect() * 0.5f * (offset - (F32)pos_x * 2.f), 0.5f * (offset - (F32)pos_y * 2.f), 0.f)); proj *= mat; } glLoadMatrixf(proj.m); glh_set_current_projection(proj); glMatrixMode(GL_MODELVIEW); glh::matrix4f model((GLfloat*) OGL_TO_CFR_ROTATION); glh::matrix4f mat; mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f)); mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level)); model *= mat; glLoadMatrixf(model.m); glh_set_current_modelview(model); return TRUE; } else { return FALSE; } } void render_ui_and_swap() { #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); #endif { BOOL to_texture = gPipeline.canUseVertexShaders() && LLPipeline::sRenderGlow && gGLManager.mHasFramebufferObject; if (to_texture) { gPipeline.renderBloom(gSnapshot); } render_hud_elements(); render_hud_attachments(); } LLGLSDefault gls_default; LLGLSUIDefault gls_ui; { gPipeline.disableLights(); } { LLVertexBuffer::startRender(); gGL.start(); if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { LLFastTimer t(LLFastTimer::FTM_RENDER_UI); if (!gDisconnected) { render_ui_3d(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); #endif } render_ui_2d(); #ifndef LL_RELEASE_FOR_DOWNLOAD LLGLState::checkStates(); #endif } gGL.stop(); { gViewerWindow->setup2DRender(); gViewerWindow->updateDebugText(); gViewerWindow->drawDebugText(); } LLVertexBuffer::stopRender(); } } void render_ui_and_swap_if_needed() { if (gDisplaySwapBuffers) { render_ui_and_swap(); { LLFastTimer t(LLFastTimer::FTM_SWAP); gViewerWindow->mWindow->swapBuffers(); } } } void renderCoordinateAxes() { LLGLSNoTexture gls_no_texture; gGL.begin(GL_LINES); gGL.color3f(1.0f, 0.0f, 0.0f); // i direction = X-Axis = red gGL.vertex3f(0.0f, 0.0f, 0.0f); gGL.vertex3f(2.0f, 0.0f, 0.0f); gGL.vertex3f(3.0f, 0.0f, 0.0f); gGL.vertex3f(5.0f, 0.0f, 0.0f); gGL.vertex3f(6.0f, 0.0f, 0.0f); gGL.vertex3f(8.0f, 0.0f, 0.0f); // Make an X gGL.vertex3f(11.0f, 1.0f, 1.0f); gGL.vertex3f(11.0f, -1.0f, -1.0f); gGL.vertex3f(11.0f, 1.0f, -1.0f); gGL.vertex3f(11.0f, -1.0f, 1.0f); gGL.color3f(0.0f, 1.0f, 0.0f); // j direction = Y-Axis = green gGL.vertex3f(0.0f, 0.0f, 0.0f); gGL.vertex3f(0.0f, 2.0f, 0.0f); gGL.vertex3f(0.0f, 3.0f, 0.0f); gGL.vertex3f(0.0f, 5.0f, 0.0f); gGL.vertex3f(0.0f, 6.0f, 0.0f); gGL.vertex3f(0.0f, 8.0f, 0.0f); // Make a Y gGL.vertex3f(1.0f, 11.0f, 1.0f); gGL.vertex3f(0.0f, 11.0f, 0.0f); gGL.vertex3f(-1.0f, 11.0f, 1.0f); gGL.vertex3f(0.0f, 11.0f, 0.0f); gGL.vertex3f(0.0f, 11.0f, 0.0f); gGL.vertex3f(0.0f, 11.0f, -1.0f); gGL.color3f(0.0f, 0.0f, 1.0f); // Z-Axis = blue gGL.vertex3f(0.0f, 0.0f, 0.0f); gGL.vertex3f(0.0f, 0.0f, 2.0f); gGL.vertex3f(0.0f, 0.0f, 3.0f); gGL.vertex3f(0.0f, 0.0f, 5.0f); gGL.vertex3f(0.0f, 0.0f, 6.0f); gGL.vertex3f(0.0f, 0.0f, 8.0f); // Make a Z gGL.vertex3f(-1.0f, 1.0f, 11.0f); gGL.vertex3f(1.0f, 1.0f, 11.0f); gGL.vertex3f(1.0f, 1.0f, 11.0f); gGL.vertex3f(-1.0f, -1.0f, 11.0f); gGL.vertex3f(-1.0f, -1.0f, 11.0f); gGL.vertex3f(1.0f, -1.0f, 11.0f); gGL.end(); } void draw_axes() { LLGLSUIDefault gls_ui; LLGLSNoTexture gls_no_texture; // A vertical white line at origin LLVector3 v = gAgent.getPositionAgent(); gGL.begin(GL_LINES); gGL.color3f(1.0f, 1.0f, 1.0f); gGL.vertex3f(0.0f, 0.0f, 0.0f); gGL.vertex3f(0.0f, 0.0f, 40.0f); gGL.end(); // Some coordinate axes glPushMatrix(); glTranslatef( v.mV[VX], v.mV[VY], v.mV[VZ] ); renderCoordinateAxes(); glPopMatrix(); } void render_ui_3d() { LLGLSPipeline gls_pipeline; ////////////////////////////////////// // // Render 3D UI elements // NOTE: zbuffer is cleared before we get here by LLDrawPoolHUD, // so 3d elements requiring Z buffer are moved to LLDrawPoolHUD // // Render selections //glDisableClientState(GL_COLOR_ARRAY); //glDisableClientState(GL_TEXTURE_COORD_ARRAY); //glDisableClientState(GL_NORMAL_ARRAY); ///////////////////////////////////////////////////////////// // // Render 2.5D elements (2D elements in the world) // Stuff without z writes // // Debugging stuff goes before the UI. if (gSavedSettings.getBOOL("ShowDepthBuffer")) { post_show_depth_buffer(); } // Coordinate axes if (gSavedSettings.getBOOL("ShowAxes")) { draw_axes(); } stop_glerror(); gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements stop_glerror(); } void render_ui_2d() { LLGLSUIDefault gls_ui; ///////////////////////////////////////////////////////////// // // Render 2D UI elements that overlay the world (no z compare) // Disable wireframe mode below here, as this is HUD/menus glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Menu overlays, HUD, etc gViewerWindow->setup2DRender(); F32 zoom_factor = gCamera->getZoomFactor(); S16 sub_region = gCamera->getZoomSubRegion(); if (zoom_factor > 1.f) { //decompose subregion number to x and y values int pos_y = sub_region / llceil(zoom_factor); int pos_x = sub_region - (pos_y*llceil(zoom_factor)); // offset for this tile LLFontGL::sCurOrigin.mX -= llround((F32)gViewerWindow->getWindowWidth() * (F32)pos_x / zoom_factor); LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeight() * (F32)pos_y / zoom_factor); } stop_glerror(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // render outline for HUD if (gAgent.getAvatarObject() && gAgent.getAvatarObject()->mHUDCurZoom < 0.98f) { glPushMatrix(); S32 half_width = (gViewerWindow->getWindowWidth() / 2); S32 half_height = (gViewerWindow->getWindowHeight() / 2); glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f); glTranslatef((F32)half_width, (F32)half_height, 0.f); F32 zoom = gAgent.getAvatarObject()->mHUDCurZoom; glScalef(zoom,zoom,1.f); gGL.color4fv(LLColor4::white.mV); gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE); glPopMatrix(); stop_glerror(); } gViewerWindow->draw(); if (gDebugSelect) { gViewerWindow->drawPickBuffer(); } // reset current origin for font rendering, in case of tiling render LLFontGL::sCurOrigin.set(0, 0); } void render_disconnected_background() { gGL.start(); if (!gDisconnectedImagep && gDisconnected) { llinfos << "Loading last bitmap..." << llendl; char temp_str[MAX_PATH]; /* Flawfinder: ignore */ strncpy(temp_str, gDirUtilp->getLindenUserDir().c_str(), MAX_PATH -1); /* Flawfinder: ignore */ temp_str[MAX_PATH -1] = '\0'; strncat(temp_str, gDirUtilp->getDirDelimiter().c_str(), MAX_PATH - strlen(temp_str) -1); /* Flawfinder: ignore */ strcat(temp_str, SCREEN_LAST_FILENAME); /* Flawfinder: ignore */ LLPointer image_bmp = new LLImageBMP; if( !image_bmp->load(temp_str) ) { //llinfos << "Bitmap load failed" << llendl; return; } gDisconnectedImagep = new LLImageGL( FALSE ); LLPointer raw = new LLImageRaw; if (!image_bmp->decode(raw)) { llinfos << "Bitmap decode failed" << llendl; gDisconnectedImagep = NULL; return; } U8 *rawp = raw->getData(); S32 npixels = (S32)image_bmp->getWidth()*(S32)image_bmp->getHeight(); for (S32 i = 0; i < npixels; i++) { S32 sum = 0; sum = *rawp + *(rawp+1) + *(rawp+2); sum /= 3; *rawp = ((S32)sum*6 + *rawp)/7; rawp++; *rawp = ((S32)sum*6 + *rawp)/7; rawp++; *rawp = ((S32)sum*6 + *rawp)/7; rawp++; } raw->expandToPowerOfTwo(); gDisconnectedImagep->createGLTexture(0, raw); gStartImageGL = gDisconnectedImagep; LLImageGL::unbindTexture(0, GL_TEXTURE_2D); } // Make sure the progress view always fills the entire window. S32 width = gViewerWindow->getWindowWidth(); S32 height = gViewerWindow->getWindowHeight(); if (gDisconnectedImagep) { LLGLSUIDefault gls_ui; gViewerWindow->setup2DRender(); glPushMatrix(); { // scale ui to reflect UIScaleFactor // this can't be done in setup2DRender because it requires a // pushMatrix/popMatrix pair const LLVector2& display_scale = gViewerWindow->getDisplayScale(); glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f); LLViewerImage::bindTexture(gDisconnectedImagep); gGL.color4f(1.f, 1.f, 1.f, 1.f); gl_rect_2d_simple_tex(width, height); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); } glPopMatrix(); } gGL.stop(); } void display_cleanup() { gDisconnectedImagep = NULL; } void process_keystrokes_async() { #if LL_WINDOWS MSG msg; // look through all input messages, leaving them in the event queue while( PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE | PM_NOYIELD)) { // on first mouse message, break out if (msg.message >= WM_MOUSEFIRST && msg.message <= WM_MOUSELAST || msg.message == WM_QUIT) { break; } // this is a message we want to handle now, so remove it from the event queue PeekMessage(&msg, NULL, msg.message, msg.message, PM_REMOVE | PM_NOYIELD); // if (msg.message == WM_KEYDOWN) // { // llinfos << "Process async key down " << (U32)msg.wParam << llendl; // } TranslateMessage(&msg); DispatchMessage(&msg); } // Scan keyboard for movement keys. Command keys and typing // are handled by windows callbacks. Don't do this until we're // done initializing. JC if (gViewerWindow->mWindow->getVisible() && gViewerWindow->getActive() && !gViewerWindow->mWindow->getMinimized() && LLStartUp::getStartupState() == STATE_STARTED && !gViewerWindow->getShowProgress() && !gFocusMgr.focusLocked()) { gKeyboard->scanKeyboard(); } #endif }