/** * @file llviewerdisplay.cpp * @brief LLViewerDisplay class implementation * * $LicenseInfo:firstyear=2004&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llviewerdisplay.h" #include "llgl.h" #include "llrender.h" #include "llglheaders.h" #include "llgltfmateriallist.h" #include "llagent.h" #include "llagentcamera.h" #include "llviewercontrol.h" #include "llcoord.h" #include "llcriticaldamp.h" #include "lldir.h" #include "lldynamictexture.h" #include "lldrawpoolalpha.h" #include "llfeaturemanager.h" //#include "llfirstuse.h" #include "llhudmanager.h" #include "llimagepng.h" #include "llmemory.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 "lltrans.h" #include "llui.h" #include "llviewercamera.h" #include "llviewerobjectlist.h" #include "llviewerparcelmgr.h" #include "llviewerwindow.h" #include "llvoavatarself.h" #include "llvograss.h" #include "llworld.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llappviewer.h" #include "llstartup.h" #include "llviewershadermgr.h" #include "llfasttimer.h" #include "llfloatertools.h" #include "llviewertexturelist.h" #include "llfocusmgr.h" #include "llcubemap.h" #include "llviewerregion.h" #include "lldrawpoolwater.h" #include "lldrawpoolbump.h" #include "llpostprocess.h" #include "llscenemonitor.h" #include "llenvironment.h" extern LLPointer gStartTexture; extern bool gShiftFrame; LLPointer gDisconnectedImagep = NULL; // used to toggle renderer back on after teleport 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 gDepthDirty = FALSE; BOOL gResizeScreenTexture = FALSE; BOOL gResizeShadowTexture = FALSE; BOOL gWindowResized = FALSE; BOOL gSnapshot = FALSE; BOOL gCubeSnapshot = FALSE; BOOL gShaderProfileFrame = FALSE; // This is how long the sim will try to teleport you before giving up. const F32 TELEPORT_EXPIRY = 15.0f; // Additional time (in seconds) to wait per attachment const F32 TELEPORT_EXPIRY_PER_ATTACHMENT = 3.f; U32 gRecentFrameCount = 0; // number of 'recent' frames LLFrameTimer gRecentFPSTime; LLFrameTimer gRecentMemoryTime; LLFrameTimer gAssetStorageLogTime; // Rendering stuff void pre_show_depth_buffer(); void post_show_depth_buffer(); void render_ui(F32 zoom_factor = 1.f, int subfield = 0); void swap(); void render_hud_attachments(); void render_ui_3d(); void render_ui_2d(); void render_disconnected_background(); void display_startup() { if ( !gViewerWindow || !gViewerWindow->getActive() || !gViewerWindow->getWindow()->getVisible() || gViewerWindow->getWindow()->getMinimized() || gNonInteractive) { return; } gPipeline.updateGL(); // Written as branch to appease GCC which doesn't like different // pointer types across ternary ops // if (!LLViewerFetchedTexture::sWhiteImagep.isNull()) { LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName(); } LLGLSDefault gls_default; // Required for HTML update in login screen static S32 frame_count = 0; LLGLState::checkStates(); LLGLState::checkTextureChannels(); if (frame_count++ > 1) // make sure we have rendered a frame first { LLViewerDynamicTexture::updateAllInstances(); } else { LL_DEBUGS("Window") << "First display_startup frame" << LL_ENDL; } LLGLState::checkStates(); LLGLState::checkTextureChannels(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT); LLGLSUIDefault gls_ui; gPipeline.disableLights(); if (gViewerWindow) gViewerWindow->setup2DRender(); gGL.color4f(1,1,1,1); if (gViewerWindow) gViewerWindow->draw(); gGL.flush(); LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); if (gViewerWindow && gViewerWindow->getWindow()) gViewerWindow->getWindow()->swapBuffers(); glClear(GL_DEPTH_BUFFER_BIT); } void display_update_camera() { LL_PROFILE_ZONE_NAMED_CATEGORY_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 = gAgentCamera.mDrawDistance; if (gCubeSnapshot) { final_far = gSavedSettings.getF32("RenderReflectionProbeDrawDistance"); } else if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgentCamera.getCameraMode()) { final_far *= 0.5f; } LLViewerCamera::getInstance()->setFar(final_far); gViewerWindow->setup3DRender(); if (!gCubeSnapshot) { // Update land visibility too LLWorld::getInstance()->setLandFarClip(final_far); } } // Write some stats to LL_INFOS() void display_stats() { LL_PROFILE_ZONE_SCOPED F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency"); if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - FPS"); F32 fps = gRecentFrameCount / fps_log_freq; LL_INFOS() << llformat("FPS: %.02f", fps) << LL_ENDL; gRecentFrameCount = 0; gRecentFPSTime.reset(); } F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency"); if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - Memory"); gMemoryAllocated = U64Bytes(LLMemory::getCurrentRSS()); U32Megabytes memory = gMemoryAllocated; LL_INFOS() << "MEMORY: " << memory << LL_ENDL; LLMemory::logMemoryInfo(TRUE) ; gRecentMemoryTime.reset(); } F32 asset_storage_log_freq = gSavedSettings.getF32("AssetStorageLogFrequency"); if (asset_storage_log_freq > 0.f && gAssetStorageLogTime.getElapsedTimeF32() >= asset_storage_log_freq) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("DS - Asset Storage"); gAssetStorageLogTime.reset(); gAssetStorage->logAssetStorageInfo(); } } // Paint the display! void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Render"); if (gWindowResized) { //skip render on frames where window has been resized LL_DEBUGS("Window") << "Resizing window" << LL_ENDL; LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Resize Window"); gGL.flush(); glClear(GL_COLOR_BUFFER_BIT); gViewerWindow->getWindow()->swapBuffers(); LLPipeline::refreshCachedSettings(); gPipeline.resizeScreenTexture(); gResizeScreenTexture = FALSE; gWindowResized = FALSE; return; } if (gResizeShadowTexture) { //skip render on frames where window has been resized gPipeline.resizeShadowTexture(); gResizeShadowTexture = FALSE; } if (LLPipeline::sRenderDeferred) { //hack to make sky show up in deferred snapshots for_snapshot = FALSE; } gSnapshot = for_snapshot; LLGLSDefault gls_default; LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL); LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); stop_glerror(); gPipeline.disableLights(); //reset vertex buffers if needed gPipeline.doResetVertexBuffers(); stop_glerror(); // 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->getWindow()->getVisible() || gViewerWindow->getWindow()->getMinimized() || gNonInteractive) { // Clean up memory the pools may have allocated if (rebuild) { stop_glerror(); gPipeline.rebuildPools(); stop_glerror(); } stop_glerror(); gViewerWindow->returnEmptyPicks(); stop_glerror(); return; } gViewerWindow->checkSettings(); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Picking"); gViewerWindow->performPick(); } LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates"); LLGLState::checkStates(); LLGLState::checkTextureChannels(); ////////////////////////////////////////////////////////// // // Logic for forcing window updates if we're in drone mode. // // *TODO: Investigate running display() during gHeadlessClient. See if this early exit is needed DK 2011-02-18 if (gHeadlessClient) { #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_PRECACHE) { LLAppViewer::instance()->pingMainloopTimeout("Display:Startup"); display_startup(); return; } if (gShaderProfileFrame) { LLGLSLShader::initProfile(); } //LLGLState::verify(FALSE); ///////////////////////////////////////////////// // // Update GL Texture statistics (used for discard logic?) // LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats"); stop_glerror(); LLImageGL::updateStats(gFrameTimeSeconds); LLVOAvatar::sRenderName = gSavedSettings.getS32("AvatarNameTagMode"); LLVOAvatar::sRenderGroupTitles = (gSavedSettings.getBOOL("NameTagShowGroupTitles") && gSavedSettings.getS32("AvatarNameTagMode")); gPipeline.mBackfaceCull = TRUE; gFrameCount++; gRecentFrameCount++; if (gFocusMgr.getAppHasFocus()) { gForegroundFrameCount++; } ////////////////////////////////////////////////////////// // // Display start screen if we're teleporting, and skip render // if (gTeleportDisplay) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Teleport Display"); LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport"); static LLCachedControl teleport_arrival_delay(gSavedSettings, "TeleportArrivalDelay"); static LLCachedControl teleport_local_delay(gSavedSettings, "TeleportLocalDelay"); S32 attach_count = 0; if (isAgentAvatarValid()) { attach_count = gAgentAvatarp->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. LL_WARNS("Teleport") << "Giving up on teleport. elapsed time " << teleport_elapsed << " exceeds max time " << teleport_save_time << LL_ENDL; gAgent.setTeleportState( LLAgent::TELEPORT_NONE ); gAgent.setTeleportMessage(std::string()); } const std::string& message = gAgent.getTeleportMessage(); switch( gAgent.getTeleportState() ) { case LLAgent::TELEPORT_PENDING: gTeleportDisplayTimer.reset(); gViewerWindow->setShowProgress(TRUE); gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f)); gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["pending"]); gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["pending"]); break; 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(llmin(teleport_percent, 0.0f)); LL_INFOS("Teleport") << "A teleport request has been sent, setting state to TELEPORT_REQUESTED" << LL_ENDL; gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED ); gAgent.setTeleportMessage( LLAgent::sTeleportProgressMessages["requesting"]); gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["requesting"]); gViewerWindow->setProgressMessage(gAgent.mMOTD); 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, LLTrans::getString("Cancel")); gViewerWindow->setProgressPercent(75.f); LL_INFOS("Teleport") << "Changing state to TELEPORT_ARRIVING" << LL_ENDL; gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING ); gAgent.setTeleportMessage( LLAgent::sTeleportProgressMessages["arriving"]); gAgent.sheduleTeleportIM(); gTextureList.mForceResetTextureStats = TRUE; gAgentCamera.resetView(TRUE, 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; //LLFirstUse::useTeleport(); LL_INFOS("Teleport") << "arrival_fraction is " << arrival_fraction << " changing state to TELEPORT_NONE" << LL_ENDL; gAgent.setTeleportState( LLAgent::TELEPORT_NONE ); } gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel")); gViewerWindow->setProgressPercent( arrival_fraction * 25.f + 75.f); gViewerWindow->setProgressString(message); } break; case LLAgent::TELEPORT_LOCAL: // Short delay when teleporting in the same sim (progress screen active but not shown - did not // fall-through from TELEPORT_START) { if( gTeleportDisplayTimer.getElapsedTimeF32() > teleport_local_delay() ) { //LLFirstUse::useTeleport(); LL_INFOS("Teleport") << "State is local and gTeleportDisplayTimer " << gTeleportDisplayTimer.getElapsedTimeF32() << " exceeds teleport_local_delete " << teleport_local_delay << "; setting state to TELEPORT_NONE" << LL_ENDL; gAgent.setTeleportState( LLAgent::TELEPORT_NONE ); } } break; case LLAgent::TELEPORT_NONE: // No teleport in progress gViewerWindow->setShowProgress(FALSE); gTeleportDisplay = FALSE; break; } } else if(LLAppViewer::instance()->logoutRequestSent()) { LLAppViewer::instance()->pingMainloopTimeout("Display:Logout"); 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 ); gViewerWindow->setProgressMessage(std::string()); } else if (gRestoreGL) { LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL"); 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 ); } gViewerWindow->setProgressMessage(std::string()); } ////////////////////////// // // Prepare for the next frame // ///////////////////////////// // // Update the camera // // LLAppViewer::instance()->pingMainloopTimeout("Display:Camera"); if (LLViewerCamera::instanceExists()) { LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield); LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE); } ////////////////////////// // // clear the next buffer // (must follow dynamic texture writing since that uses the frame buffer) // if (gDisconnected) { LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected"); render_ui(); swap(); } ////////////////////////// // // Set rendering options // // LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup"); stop_glerror(); /////////////////////////////////////// // // Slam lighting parameters back to our defaults. // Note that these are not the same as GL defaults... stop_glerror(); gGL.setAmbientLightColor(LLColor4::white); 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)) { LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures"); LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Dynamic Textures"); if (LLViewerDynamicTexture::updateAllInstances()) { gGL.setColorMask(true, true); glClear(GL_DEPTH_BUFFER_BIT); } } gViewerWindow->setup3DViewport(); gPipeline.resetFrameStats(); // Reset per-frame statistics. if (!gDisconnected) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 1"); LLAppViewer::instance()->pingMainloopTimeout("Display:Update"); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { //don't draw hud objects in this frame gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); } if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES)) { //don't draw hud particles in this frame gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES); } stop_glerror(); display_update_camera(); stop_glerror(); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Env Update"); // update all the sky/atmospheric/water settings LLEnvironment::instance().update(LLViewerCamera::getInstance()); } // *TODO: merge these two methods { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("HUD Update"); LLHUDManager::getInstance()->updateEffects(); LLHUDObject::updateAll(); stop_glerror(); } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Update Geom"); const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds.value(); // 50 ms/second update time gPipeline.createObjects(max_geom_update_time); gPipeline.processPartitionQ(); gPipeline.updateGeom(max_geom_update_time); stop_glerror(); } gPipeline.updateGL(); stop_glerror(); LLAppViewer::instance()->pingMainloopTimeout("Display:Cull"); //Increment drawable frame counter LLDrawable::incrementVisible(); LLSpatialGroup::sNoDelete = TRUE; LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName(); S32 occlusion = LLPipeline::sUseOcclusion; if (gDepthDirty) { //depth buffer is invalid, don't overwrite occlusion state LLPipeline::sUseOcclusion = llmin(occlusion, 1); } gDepthDirty = FALSE; LLGLState::checkStates(); LLGLState::checkTextureChannels(); static LLCullResult result; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater(); gPipeline.updateCull(*LLViewerCamera::getInstance(), result); stop_glerror(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLAppViewer::instance()->pingMainloopTimeout("Display:Swap"); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 2") if (gResizeScreenTexture) { gResizeScreenTexture = FALSE; gPipeline.resizeScreenTexture(); } gGL.setColorMask(true, true); glClearColor(0,0,0,0); LLGLState::checkStates(); LLGLState::checkTextureChannels(); if (!for_snapshot) { if (gFrameCount > 1) { //for some reason, ATI 4800 series will error out if you //try to generate a shadow before the first frame is through gPipeline.generateSunShadow(*LLViewerCamera::getInstance()); } LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); glh::matrix4f proj = get_current_projection(); glh::matrix4f mod = get_current_modelview(); glViewport(0,0,512,512); LLVOAvatar::updateImpostors(); set_current_projection(proj); set_current_modelview(mod); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.loadMatrix(proj.m); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(mod.m); gViewerWindow->setup3DViewport(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); } glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT); } LLGLState::checkStates(); //if (!for_snapshot) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 3") LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery"); gPipeline.generateHighlight(*LLViewerCamera::getInstance()); gPipeline.renderPhysicsDisplay(); } LLGLState::checkStates(); ////////////////////////////////////// // // 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 LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages"); { LL_PROFILE_ZONE_NAMED("Update Images"); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Class"); LLViewerTexture::updateClass(); } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Image Update Bump"); gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first. } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("List"); F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds.value(); // 50 ms/second decode time max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame) gTextureList.updateImages(max_image_decode_time); } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("GLTF Materials Cleanup"); //remove dead gltf materials gGLTFMaterialList.flushMaterials(); } } LLGLState::checkStates(); /////////////////////////////////// // // 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. // LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort"); { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 4") LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; gPipeline.stateSort(*LLViewerCamera::getInstance(), result); stop_glerror(); if (rebuild) { ////////////////////////////////////// // // rebuildPools // // gPipeline.rebuildPools(); stop_glerror(); } } LLSceneMonitor::getInstance()->fetchQueryResult(); LLGLState::checkStates(); LLPipeline::sUseOcclusion = occlusion; { LLAppViewer::instance()->pingMainloopTimeout("Display:Sky"); LL_PROFILE_ZONE_NAMED_CATEGORY_ENVIRONMENT("update sky"); //LL_RECORD_BLOCK_TIME(FTM_UPDATE_SKY); gSky.updateSky(); } if(gUseWireframe) { glClearColor(0.5f, 0.5f, 0.5f, 0.f); glClear(GL_COLOR_BUFFER_BIT); } LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart"); //// 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)) //{ // gGL.matrixMode(LLRender::MM_MODELVIEW); // gGL.pushMatrix(); // { // gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); // gGL.loadIdentity(); // LLRect floater_rect = frontmost_floaterp->calcScreenRect(); // // 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->getWindowWidthScaled(), // (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(), // (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(), // (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled()); // floater_3d_rect.translate(-0.5f, -0.5f); // gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear()); // gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f); // gGL.color4fv(LLColor4::white.mV); // gGL.begin(LLVertexBuffer::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); // } // gGL.popMatrix(); //} LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; LLGLState::checkStates(); stop_glerror(); gGL.setColorMask(true, true); if (LLPipeline::sRenderDeferred) { gPipeline.mRT->deferredScreen.bindTarget(); if (gUseWireframe) { F32 g = 0.5f; glClearColor(g, g, g, 1.f); } else { glClearColor(1, 0, 1, 1); } gPipeline.mRT->deferredScreen.clear(); } else { gPipeline.mRT->screen.bindTarget(); if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) { const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); } gPipeline.mRT->screen.clear(); } gGL.setColorMask(true, false); LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) && !gRestoreGL) { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("display - 5") LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; if (gSavedSettings.getBOOL("RenderDepthPrePass")) { gGL.setColorMask(false, false); static const U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY }; U32 num_types = LL_ARRAY_SIZE(types); gOcclusionProgram.bind(); for (U32 i = 0; i < num_types; i++) { gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE); } gOcclusionProgram.unbind(); } gGL.setColorMask(true, false); if (LLPipeline::sRenderDeferred) { gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance(), true); } else { gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE); } gGL.setColorMask(true, 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]; gGLLastProjection[i] = gGLProjection[i]; } stop_glerror(); } { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Texture Unbind"); for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++) { //dummy cleanup of any currently bound textures if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) { gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); gGL.getTexUnit(i)->disable(); } } } LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen); rt.flush(); /*if (rt.sUseFBO) { LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); }*/ if (LLPipeline::sRenderDeferred) { gPipeline.renderDeferredLighting(); } LLPipeline::sUnderWaterRender = FALSE; { //capture the frame buffer. LLSceneMonitor::getInstance()->capture(); } LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI"); if (!for_snapshot) { render_ui(); swap(); } LLSpatialGroup::sNoDelete = FALSE; gPipeline.clearReferences(); gPipeline.rebuildGroups(); } LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats"); stop_glerror(); display_stats(); LLAppViewer::instance()->pingMainloopTimeout("Display:Done"); gShiftFrame = false; if (gShaderProfileFrame) { gShaderProfileFrame = FALSE; LLGLSLShader::finishProfile(); } } // WIP simplified copy of display() that does minimal work void display_cube_face() { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Render Cube Face"); LL_PROFILE_GPU_ZONE("display cube face"); llassert(!gSnapshot); llassert(!gTeleportDisplay); llassert(LLStartUp::getStartupState() >= STATE_PRECACHE); llassert(!LLAppViewer::instance()->logoutRequestSent()); llassert(!gRestoreGL); bool rebuild = false; LLGLSDefault gls_default; LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL); LLVertexBuffer::unbind(); gPipeline.disableLights(); gPipeline.mBackfaceCull = TRUE; gViewerWindow->setup3DViewport(); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { //don't draw hud objects in this frame gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); } if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES)) { //don't draw hud particles in this frame gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES); } display_update_camera(); LLSpatialGroup::sNoDelete = TRUE; S32 occlusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = 0; // occlusion data is from main camera point of view, don't read or write it during cube snapshots //gDepthDirty = TRUE; //let "real" render pipe know it can't trust the depth buffer for occlusion data static LLCullResult result; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater(); gPipeline.updateCull(*LLViewerCamera::getInstance(), result); gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); gPipeline.generateSunShadow(*LLViewerCamera::getInstance()); glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT); { LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; gPipeline.stateSort(*LLViewerCamera::getInstance(), result); if (rebuild) { ////////////////////////////////////// // // rebuildPools // // gPipeline.rebuildPools(); stop_glerror(); } } LLPipeline::sUseOcclusion = occlusion; LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart"); LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; gGL.setColorMask(true, true); gPipeline.mRT->deferredScreen.bindTarget(); if (gUseWireframe) { glClearColor(0.5f, 0.5f, 0.5f, 1.f); } else { glClearColor(1, 0, 1, 1); } gPipeline.mRT->deferredScreen.clear(); gGL.setColorMask(true, false); LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance()); gGL.setColorMask(true, true); gPipeline.mRT->deferredScreen.flush(); gPipeline.renderDeferredLighting(); LLPipeline::sUnderWaterRender = FALSE; // Finalize scene //gPipeline.renderFinalize(); LLSpatialGroup::sNoDelete = FALSE; gPipeline.clearReferences(); gPipeline.rebuildGroups(); } void render_hud_attachments() { gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); glh::matrix4f current_proj = get_current_projection(); glh::matrix4f current_mod = get_current_modelview(); // clamp target zoom level to reasonable values gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f); // smoothly interpolate current zoom level gAgentCamera.mHUDCurZoom = lerp(gAgentCamera.mHUDCurZoom, gAgentCamera.getAgentHUDTargetZoom(), LLSmoothInterpolation::getInterpolant(0.03f)); if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices()) { LLPipeline::sRenderingHUDs = TRUE; LLCamera hud_cam = *LLViewerCamera::getInstance(); 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); bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && gSavedSettings.getBOOL("RenderHUDParticles"); //only render hud objects gPipeline.pushRenderTypeMask(); // turn off everything gPipeline.andRenderTypeMask(LLPipeline::END_RENDER_TYPES); // turn on HUD gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); // turn on HUD particles gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES); // if particles are off, turn off hud-particles as well if (!render_particles) { // turn back off HUD particles gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES); } bool has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); if (has_ui) { gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI); } S32 use_occlusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = 0; //cull, sort, and render hud objects static LLCullResult result; LLSpatialGroup::sNoDelete = TRUE; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; 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.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_POST_WATER); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_MASK); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_SHINY); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISIBLE); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY); gPipeline.stateSort(hud_cam, result); gPipeline.renderGeomPostDeferred(hud_cam); LLSpatialGroup::sNoDelete = FALSE; //gPipeline.clearReferences(); render_hud_elements(); //restore type mask gPipeline.popRenderTypeMask(); if (has_ui) { gPipeline.toggleRenderDebugFeature(LLPipeline::RENDER_DEBUG_FEATURE_UI); } LLPipeline::sUseOcclusion = use_occlusion; LLPipeline::sRenderingHUDs = FALSE; } gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); set_current_projection(current_proj); set_current_modelview(current_mod); } LLRect get_whole_screen_region() { LLRect whole_screen = gViewerWindow->getWorldViewRectScaled(); // apply camera zoom transform (for high res screenshots) F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor(); S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion(); if (zoom_factor > 1.f) { S32 num_horizontal_tiles = llceil(zoom_factor); S32 tile_width = ll_round((F32)gViewerWindow->getWorldViewWidthScaled() / zoom_factor); S32 tile_height = ll_round((F32)gViewerWindow->getWorldViewHeightScaled() / zoom_factor); int tile_y = sub_region / num_horizontal_tiles; int tile_x = sub_region - (tile_y * num_horizontal_tiles); whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWorldViewHeightScaled() - (tile_y * tile_height), tile_width, tile_height); } return whole_screen; } bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model) { if (isAgentAvatarValid() && gAgentAvatarp->hasHUDAttachment()) { F32 zoom_level = gAgentCamera.mHUDCurZoom; LLBBox hud_bbox = gAgentAvatarp->getHUDBBox(); F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f); proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth); proj.element(2,2) = -0.01f; F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect(); glh::matrix4f mat; F32 scale_x = (F32)gViewerWindow->getWorldViewWidthScaled() / (F32)screen_region.getWidth(); F32 scale_y = (F32)gViewerWindow->getWorldViewHeightScaled() / (F32)screen_region.getHeight(); mat.set_scale(glh::vec3f(scale_x, scale_y, 1.f)); mat.set_translate( glh::vec3f(clamp_rescale((F32)(screen_region.getCenterX() - screen_region.mLeft), 0.f, (F32)gViewerWindow->getWorldViewWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio), clamp_rescale((F32)(screen_region.getCenterY() - screen_region.mBottom), 0.f, (F32)gViewerWindow->getWorldViewHeightScaled(), 0.5f * scale_y, -0.5f * scale_y), 0.f)); proj *= mat; glh::matrix4f tmp_model((GLfloat*) OGL_TO_CFR_ROTATION); mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level)); mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f)); tmp_model *= mat; model = tmp_model; return TRUE; } else { return FALSE; } } bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model) { LLRect whole_screen = get_whole_screen_region(); return get_hud_matrices(whole_screen, proj, model); } bool setup_hud_matrices() { LLRect whole_screen = get_whole_screen_region(); return setup_hud_matrices(whole_screen); } bool setup_hud_matrices(const LLRect& screen_region) { glh::matrix4f proj, model; bool result = get_hud_matrices(screen_region, proj, model); if (!result) return result; // set up transform to keep HUD objects in front of camera gGL.matrixMode(LLRender::MM_PROJECTION); gGL.loadMatrix(proj.m); set_current_projection(proj); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(model.m); set_current_modelview(model); return TRUE; } void render_ui(F32 zoom_factor, int subfield) { LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI); LL_PROFILE_GPU_ZONE("ui"); LLGLState::checkStates(); glh::matrix4f saved_view = get_current_modelview(); if (!gSnapshot) { gGL.pushMatrix(); gGL.loadMatrix(gGLLastModelView); set_current_modelview(copy_matrix(gGLLastModelView)); } if(LLSceneMonitor::getInstance()->needsUpdate()) { gGL.pushMatrix(); gViewerWindow->setup2DRender(); LLSceneMonitor::getInstance()->compare(); gViewerWindow->setup3DRender(); gGL.popMatrix(); } { // draw hud and 3D ui elements into screen render target so they'll be able to use // the depth buffer (avoids extra copy of depth buffer per frame) gPipeline.mRT->screen.bindTarget(); // SL-15709 // NOTE: Tracy only allows one ZoneScoped per function. // Solutions are: // 1. Use a new scope // 2. Use named zones // 3. Use transient zones LL_PROFILE_ZONE_NAMED_CATEGORY_UI("HUD"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); render_hud_elements(); render_hud_attachments(); LLGLSDefault gls_default; LLGLSUIDefault gls_ui; { gPipeline.disableLights(); } gGL.color4f(1,1,1,1); bool render_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); if (render_ui) { if (!gDisconnected) { LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D); render_ui_3d(); LLGLState::checkStates(); } else { render_disconnected_background(); } } gPipeline.mRT->screen.flush(); // apply gamma correction and post effects before rendering 2D UI gPipeline.renderFinalize(); if (render_ui) { LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 2D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_2D); LLHUDObject::renderAll(); render_ui_2d(); } gViewerWindow->setup2DRender(); gViewerWindow->updateDebugText(); gViewerWindow->drawDebugText(); } if (!gSnapshot) { set_current_modelview(saved_view); gGL.popMatrix(); } } void swap() { LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("Swap"); LL_PROFILE_GPU_ZONE("swap"); if (gDisplaySwapBuffers) { gViewerWindow->getWindow()->swapBuffers(); } gDisplaySwapBuffers = TRUE; } void renderCoordinateAxes() { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.begin(LLRender::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; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // A vertical white line at origin LLVector3 v = gAgent.getPositionAgent(); gGL.begin(LLRender::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 gGL.pushMatrix(); gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] ); renderCoordinateAxes(); gGL.popMatrix(); } 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 2.5D elements (2D elements in the world) // Stuff without z writes // // Debugging stuff goes before the UI. stop_glerror(); gUIProgram.bind(); // Coordinate axes if (gSavedSettings.getBOOL("ShowAxes")) { draw_axes(); } gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { // Render debugging beacons. gObjectList.renderObjectBeacons(); gObjectList.resetObjectBeacons(); gSky.addSunMoonBeacons(); } 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 = LLViewerCamera::getInstance()->getZoomFactor(); S16 sub_region = LLViewerCamera::getInstance()->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 -= ll_round((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor); LLFontGL::sCurOrigin.mY -= ll_round((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor); } stop_glerror(); // render outline for HUD if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f) { gUIProgram.bind(); gGL.pushMatrix(); S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2); S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2); gGL.scalef(LLUI::getScaleFactor().mV[0], LLUI::getScaleFactor().mV[1], 1.f); gGL.translatef((F32)half_width, (F32)half_height, 0.f); F32 zoom = gAgentCamera.mHUDCurZoom; gGL.scalef(zoom,zoom,1.f); gGL.color4fv(LLColor4::white.mV); gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE); gGL.popMatrix(); gUIProgram.unbind(); stop_glerror(); } if (gSavedSettings.getBOOL("RenderUIBuffer")) { if (LLView::sIsRectDirty) { LLView::sIsRectDirty = false; LLRect t_rect; gPipeline.mRT->uiScreen.bindTarget(); gGL.setColorMask(true, true); { static const S32 pad = 8; LLView::sDirtyRect.mLeft -= pad; LLView::sDirtyRect.mRight += pad; LLView::sDirtyRect.mBottom -= pad; LLView::sDirtyRect.mTop += pad; LLGLEnable scissor(GL_SCISSOR_TEST); static LLRect last_rect = LLView::sDirtyRect; //union with last rect to avoid mouse poop last_rect.unionWith(LLView::sDirtyRect); t_rect = LLView::sDirtyRect; LLView::sDirtyRect = last_rect; last_rect = t_rect; last_rect.mLeft = LLRect::tCoordType(last_rect.mLeft / LLUI::getScaleFactor().mV[0]); last_rect.mRight = LLRect::tCoordType(last_rect.mRight / LLUI::getScaleFactor().mV[0]); last_rect.mTop = LLRect::tCoordType(last_rect.mTop / LLUI::getScaleFactor().mV[1]); last_rect.mBottom = LLRect::tCoordType(last_rect.mBottom / LLUI::getScaleFactor().mV[1]); LLRect clip_rect(last_rect); glClear(GL_COLOR_BUFFER_BIT); gViewerWindow->draw(); } gPipeline.mRT->uiScreen.flush(); gGL.setColorMask(true, false); LLView::sDirtyRect = t_rect; } LLGLDisable cull(GL_CULL_FACE); LLGLDisable blend(GL_BLEND); S32 width = gViewerWindow->getWindowWidthScaled(); S32 height = gViewerWindow->getWindowHeightScaled(); gGL.getTexUnit(0)->bind(&gPipeline.mRT->uiScreen); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.color4f(1,1,1,1); gGL.texCoord2f(0, 0); gGL.vertex2i(0, 0); gGL.texCoord2f(width, 0); gGL.vertex2i(width, 0); gGL.texCoord2f(0, height); gGL.vertex2i(0, height); gGL.texCoord2f(width, height); gGL.vertex2i(width, height); gGL.end(); } else { gViewerWindow->draw(); } // reset current origin for font rendering, in case of tiling render LLFontGL::sCurOrigin.set(0, 0); } void render_disconnected_background() { gUIProgram.bind(); gGL.color4f(1,1,1,1); if (!gDisconnectedImagep && gDisconnected) { LL_INFOS() << "Loading last bitmap..." << LL_ENDL; std::string temp_str; temp_str = gDirUtilp->getLindenUserDir() + gDirUtilp->getDirDelimiter() + LLStartUp::getScreenLastFilename(); LLPointer image_png = new LLImagePNG; if( !image_png->load(temp_str) ) { //LL_INFOS() << "Bitmap load failed" << LL_ENDL; return; } LLPointer raw = new LLImageRaw; if (!image_png->decode(raw, 0.0f)) { LL_INFOS() << "Bitmap decode failed" << LL_ENDL; gDisconnectedImagep = NULL; return; } U8 *rawp = raw->getData(); S32 npixels = (S32)image_png->getWidth()*(S32)image_png->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 = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE ); gStartTexture = gDisconnectedImagep; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } // Make sure the progress view always fills the entire window. S32 width = gViewerWindow->getWindowWidthScaled(); S32 height = gViewerWindow->getWindowHeightScaled(); if (gDisconnectedImagep) { LLGLSUIDefault gls_ui; gViewerWindow->setup2DRender(); gGL.pushMatrix(); { // 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(); gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f); gGL.getTexUnit(0)->bind(gDisconnectedImagep); gGL.color4f(1.f, 1.f, 1.f, 1.f); gl_rect_2d_simple_tex(width, height); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } gGL.popMatrix(); } gGL.flush(); gUIProgram.unbind(); } void display_cleanup() { gDisconnectedImagep = NULL; }