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|
/**
* @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 <vector>
// 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<LLDrawable*> 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<LLDrawable*>::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<LLDebugBeacon>::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(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<LLDebugBeacon>::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(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<LLDebugBeacon>::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<U32> 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.mHasTimerQuery)
{ // don't bother benchmarking venerable drivers which don't support accurate timing anyway
// and are likely to be correctly identified by the GPU table already.
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;
ShaderProfileHelper initProfile;
std::vector<LLRenderTarget> dest(count);
TextureHolder texHolder(0, count);
std::vector<F32> 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, false, false, LLTexUnit::TT_TEXTURE, true))
{
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<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, GL_STREAM_DRAW);
if (!buff->allocateBuffer(3, 0, true))
{
LL_WARNS("Benchmark") << "Failed to allocate buffer during benchmark." << LL_ENDL;
// abandon the benchmark test
return -1.f;
}
LLStrider<LLVector3> 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->flush();
// ensure matched pair of bind() and unbind() calls
ShaderBinder binder(gBenchmarkProgram);
#ifdef GL_ARB_vertex_array_object
U32 glarray = 0;
if (LLRender::sGLCoreProfile)
{
glGenVertexArrays(1, &glarray);
glBindVertexArray(glarray);
}
#endif
buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
glFinish();
F32 time_passed = 0; // seconds
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->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);
}
}
#ifdef GL_ARB_vertex_array_object
if (LLRender::sGLCoreProfile)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &glarray);
}
#endif
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
F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f;
F32 seconds = ms/1000.f;
F64 samples_drawn = res*res*count*results.size();
F32 samples_sec = (samples_drawn/1000000000.0)/seconds;
gbps = samples_sec*8;
LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << "GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL;
return gbps;
}
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