1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
|
/**
* @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 "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<LLViewerTexture> gStartTexture;
extern bool gShiftFrame;
LLPointer<LLViewerTexture> 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);
}
static LLTrace::BlockTimerStatHandle FTM_UPDATE_CAMERA("Update Camera");
void display_update_camera()
{
LL_RECORD_BLOCK_TIME(FTM_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();
}
}
static LLTrace::BlockTimerStatHandle FTM_PICK("Picking");
static LLTrace::BlockTimerStatHandle FTM_RENDER("Render");
static LLTrace::BlockTimerStatHandle FTM_RENDER_HUD("Render HUD");
static LLTrace::BlockTimerStatHandle FTM_UPDATE_SKY("Update Sky");
static LLTrace::BlockTimerStatHandle FTM_UPDATE_DYNAMIC_TEXTURES("Update Dynamic Textures");
static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE("Update Images");
static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_CLASS("Class");
static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_BUMP("Image Update Bump");
static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_LIST("List");
static LLTrace::BlockTimerStatHandle FTM_IMAGE_UPDATE_DELETE("Delete");
static LLTrace::BlockTimerStatHandle FTM_RESIZE_WINDOW("Resize Window");
static LLTrace::BlockTimerStatHandle FTM_HUD_UPDATE("HUD Update");
static LLTrace::BlockTimerStatHandle FTM_DISPLAY_UPDATE_GEOM("Update Geom");
static LLTrace::BlockTimerStatHandle FTM_TEXTURE_UNBIND("Texture Unbind");
static LLTrace::BlockTimerStatHandle FTM_TELEPORT_DISPLAY("Teleport Display");
static LLTrace::BlockTimerStatHandle FTM_EEP_UPDATE("Env Update");
// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER);
if (gWindowResized)
{ //skip render on frames where window has been resized
LL_DEBUGS("Window") << "Resizing window" << LL_ENDL;
LL_RECORD_BLOCK_TIME(FTM_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;
}
if (LLPipeline::sRenderFrameTest)
{
send_agent_pause();
}
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_RECORD_BLOCK_TIME(FTM_PICK);
LLAppViewer::instance()->pingMainloopTimeout("Display:Pick");
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_RECORD_BLOCK_TIME(FTM_TELEPORT_DISPLAY);
LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
static LLCachedControl<F32> teleport_arrival_delay(gSavedSettings, "TeleportArrivalDelay");
static LLCachedControl<F32> 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_RECORD_BLOCK_TIME(FTM_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_RECORD_BLOCK_TIME(FTM_EEP_UPDATE);
// update all the sky/atmospheric/water settings
LLEnvironment::instance().update(LLViewerCamera::getInstance());
}
// *TODO: merge these two methods
{
LL_RECORD_BLOCK_TIME(FTM_HUD_UPDATE);
LLHUDManager::getInstance()->updateEffects();
LLHUDObject::updateAll();
stop_glerror();
}
{
LL_RECORD_BLOCK_TIME(FTM_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.generateWaterReflection(*LLViewerCamera::getInstance());
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_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE);
{
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_CLASS);
LLViewerTexture::updateClass();
}
{
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_BUMP);
gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
}
{
LL_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_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_RECORD_BLOCK_TIME(FTM_IMAGE_UPDATE_DELETE);
//remove dead textures from GL
LLImageGL::deleteDeadTextures();
stop_glerror();
}*/
}
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);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
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();
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_RECORD_BLOCK_TIME(FTM_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();
if (LLPipeline::sRenderFrameTest)
{
send_agent_resume();
LLPipeline::sRenderFrameTest = FALSE;
}
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_RECORD_BLOCK_TIME(FTM_RENDER);
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();
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.renderGeom(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);
render_ui_2d();
LLGLState::checkStates();
gGL.flush();
}
gViewerWindow->setup2DRender();
gViewerWindow->updateDebugText();
gViewerWindow->drawDebugText();
}
if (!gSnapshot)
{
set_current_modelview(saved_view);
gGL.popMatrix();
}
}
static LLTrace::BlockTimerStatHandle FTM_SWAP("Swap");
void swap()
{
LL_RECORD_BLOCK_TIME(FTM_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
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)
{
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();
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<LLImagePNG> image_png = new LLImagePNG;
if( !image_png->load(temp_str) )
{
//LL_INFOS() << "Bitmap load failed" << LL_ENDL;
return;
}
LLPointer<LLImageRaw> 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;
}
|