summaryrefslogtreecommitdiff
path: root/indra/newview/llviewerdisplay.cpp
blob: 60184312a7fc6ef0987886cc8dcd73743e1d4dcb (plain)
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
/** 
 * @file llviewerdisplay.cpp
 * @brief LLViewerDisplay class implementation
 *
 * $LicenseInfo:firstyear=2004&license=viewergpl$
 * 
 * Copyright (c) 2004-2007, Linden Research, Inc.
 * 
 * Second Life Viewer Source Code
 * The source code in this file ("Source Code") is provided by Linden Lab
 * to you under the terms of the GNU General Public License, version 2.0
 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
 * the GPL can be found in doc/GPL-license.txt in this distribution, or
 * online at http://secondlife.com/developers/opensource/gplv2
 * 
 * There are special exceptions to the terms and conditions of the GPL as
 * it is applied to this Source Code. View the full text of the exception
 * in the file doc/FLOSS-exception.txt in this software distribution, or
 * online at http://secondlife.com/developers/opensource/flossexception
 * 
 * By copying, modifying or distributing this software, you acknowledge
 * that you have read and understood your obligations described above,
 * and agree to abide by those obligations.
 * 
 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
 * COMPLETENESS OR PERFORMANCE.
 * $/LicenseInfo$
 */

#include "llviewerprecompiledheaders.h"

#include "llagent.h"
#include "llviewercontrol.h"
#include "llcoord.h"
#include "llcriticaldamp.h"
#include "lldir.h"
#include "lldynamictexture.h"
#include "lldrawpoolalpha.h"
#include "llfeaturemanager.h"
#include "llframestats.h"
#include "llgl.h"
#include "llglheaders.h"
#include "llhudmanager.h"
#include "llimagebmp.h"
#include "llimagegl.h"
#include "llselectmgr.h"
#include "llsky.h"
#include "llstartup.h"
#include "lltoolfocus.h"
#include "lltoolmgr.h"
#include "lltooldraganddrop.h"
#include "lltoolpie.h"
#include "lltracker.h"
#include "llui.h"
#include "llviewercamera.h"
#include "llviewerobjectlist.h"
#include "llviewerparcelmgr.h"
#include "llviewerwindow.h"
#include "llvoavatar.h"
#include "llvograss.h"
#include "llworld.h"
#include "pipeline.h"
#include "llappviewer.h"
#include "llstartup.h"
#include "llfasttimer.h"
#include "llfloatertools.h"
#include "llviewerimagelist.h"
#include "llfocusmgr.h"
#include "llcubemap.h"
#include "llviewerregion.h"
#include "lldrawpoolwater.h"

extern LLPointer<LLImageGL> gStartImageGL;
extern BOOL gDisplaySwapBuffers;

LLPointer<LLImageGL> gDisconnectedImagep = NULL;

// used to toggle renderer back on after teleport
const F32 TELEPORT_RENDER_DELAY = 20.f; // Max time a teleport is allowed to take before we raise the curtain
const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.
BOOL		 gTeleportDisplay = FALSE;
LLFrameTimer gTeleportDisplayTimer;
LLFrameTimer gTeleportArrivalTimer;
const F32		RESTORE_GL_TIME = 5.f;	// Wait this long while reloading textures before we raise the curtain

BOOL gForceRenderLandFence = FALSE;
BOOL gDisplaySwapBuffers = FALSE;

// Rendering stuff
void pre_show_depth_buffer();
void post_show_depth_buffer();
void render_ui_and_swap();
void render_ui_3d();
void render_ui_2d();
void render_disconnected_background();

void process_keystrokes_async();

void display_startup()
{
	if (   !gViewerWindow->getActive()
		|| !gViewerWindow->mWindow->getVisible() 
		|| gViewerWindow->mWindow->getMinimized()
		|| gNoRender )
	{
		return; 
	}

	// Required for HTML update in login screen
	static S32 frame_count = 0;
	if (frame_count++ > 1) // make sure we have rendered a frame first
	{
		LLDynamicTexture::updateAllInstances();
	}
	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	LLGLSDefault gls_default;
	LLGLSUIDefault gls_ui;
	gPipeline.disableLights();

	gViewerWindow->setup2DRender();
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	gViewerWindow->draw();
	gViewerWindow->mWindow->swapBuffers();
}


void display_update_camera()
{
	// TODO: cut draw distance down if customizing avatar?
	// TODO: cut draw distance on per-parcel basis?

	// Cut draw distance in half when customizing avatar,
	// but on the viewer only.
	F32 final_far = gAgent.mDrawDistance;
	if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgent.getCameraMode())
	{
		final_far *= 0.5f;
	}
	gCamera->setFar(final_far);
	gViewerWindow->setup3DRender();

	// Update land visibility too
	if (gWorldp)
	{
		gWorldp->setLandFarClip(final_far);
	}
}


// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield)
{
	LLFastTimer t(LLFastTimer::FTM_RENDER);

	LLGLSDefault gls_default;
	LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);

	// No clue where this is getting unset, but safe enough to reset it here.
	LLGLState::resetTextureStates();
	
#ifndef LL_RELEASE_FOR_DOWNLOAD
	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
#endif
	
	gPipeline.disableLights();

	// Don't draw if the window is hidden or minimized.
	// In fact, must explicitly check the minimized state before drawing.
	// Attempting to draw into a minimized window causes a GL error. JC
	if (   !gViewerWindow->getActive()
		|| !gViewerWindow->mWindow->getVisible() 
		|| gViewerWindow->mWindow->getMinimized() )
	{
		// Clean up memory the pools may have allocated
		if (rebuild)
		{
			gFrameStats.start(LLFrameStats::REBUILD);
			gPipeline.rebuildPools();
		}
		return; 
	}

	gViewerWindow->checkSettings();
	gViewerWindow->performPick();

#ifndef LL_RELEASE_FOR_DOWNLOAD
	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
#endif
	
	//////////////////////////////////////////////////////////
	//
	// Logic for forcing window updates if we're in drone mode.
	//

	if (gNoRender) 
	{
#if LL_WINDOWS
		static F32 last_update_time = 0.f;
		if ((gFrameTimeSeconds - last_update_time) > 1.f)
		{
			InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE);
			last_update_time = gFrameTimeSeconds;
		}
#elif LL_DARWIN
		// MBW -- Do something clever here.
#endif
		// Not actually rendering, don't bother.
		return;
	}


	//
	// Bail out if we're in the startup state and don't want to try to
	// render the world.
	//
	if (LLStartUp::getStartupState() < STATE_STARTED)
	{
		display_startup();
		return;
	}

	//LLGLState::verify(FALSE);

	/////////////////////////////////////////////////
	//
	// Update GL Texture statistics (used for discard logic?)
	//

	gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
	stop_glerror();

	LLImageGL::updateStats(gFrameTimeSeconds);

	LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
	LLVOAvatar::sRenderGroupTitles = gSavedSettings.getBOOL("RenderGroupTitleAll");
	gPipeline.mBackfaceCull = TRUE;
	gFrameCount++;
	if (gFocusMgr.getAppHasFocus())
	{
		gForegroundFrameCount++;
	}

	//////////////////////////////////////////////////////////
	//
	// Display start screen if we're teleporting, and skip render
	//

	if (gTeleportDisplay)
	{
		const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.

		S32 attach_count = 0;
		if (gAgent.getAvatarObject())
		{
			attach_count = gAgent.getAvatarObject()->getAttachmentCount();
		}
		F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
		F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
		F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
		if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
		{
			// Give up.  Don't keep the UI locked forever.
			gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
			gAgent.setTeleportMessage("");
		}

		const LLString& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(0);
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["requesting"]);
			break;

		case LLAgent::TELEPORT_REQUESTED:
			// Waiting for source simulator to respond
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_MOVING:
			// Viewer has received destination location from source simulator
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_START_ARRIVAL:
			// Transition to ARRIVING.  Viewer has received avatar update, etc., from destination simulator
			gTeleportArrivalTimer.reset();
			gViewerWindow->setProgressCancelButtonVisible(FALSE, "Cancel");
			gViewerWindow->setProgressPercent(75.f);
			gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["arriving"]);
			gImageList.mForceResetTextureStats = TRUE;
			break;

		case LLAgent::TELEPORT_ARRIVING:
			// Make the user wait while content "pre-caches"
			{
				F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / TELEPORT_ARRIVAL_DELAY);
				if( arrival_fraction > 1.f )
				{
					arrival_fraction = 1.f;
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
				gViewerWindow->setProgressCancelButtonVisible(FALSE, "Cancel");
				gViewerWindow->setProgressPercent(  arrival_fraction * 25.f + 75.f);
				gViewerWindow->setProgressString(message);
			}
			break;

		case LLAgent::TELEPORT_NONE:
			// No teleport in progress
			gViewerWindow->setShowProgress(FALSE);
			gTeleportDisplay = FALSE;
			break;
		}
	}
    else if(LLAppViewer::instance()->logoutRequestSent())
	{
		F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
		if (percent_done > 100.f)
		{
			percent_done = 100.f;
		}

		if( LLApp::isExiting() )
		{
			percent_done = 100.f;
		}
		
		gViewerWindow->setProgressPercent( percent_done );
	}
	else
	if (gRestoreGL)
	{
		F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
		if( percent_done > 100.f )
		{
			gViewerWindow->setShowProgress(FALSE);
			gRestoreGL = FALSE;
		}
		else
		{

			if( LLApp::isExiting() )
			{
				percent_done = 100.f;
			}
			
			gViewerWindow->setProgressPercent( percent_done );
		}
	}

	//////////////////////////
	//
	// Prepare for the next frame
	//

	// Hmm...  Should this be moved elsewhere? - djs 09/09/02
	// do render-to-texture stuff here
	if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
	{
// 		LLFastTimer t(LLFastTimer::FTM_UPDATE_TEXTURES);
		if (LLDynamicTexture::updateAllInstances())
		{
			glClear(GL_COLOR_BUFFER_BIT);
		}
	}


	/////////////////////////////
	//
	// Update the camera
	//
	//

	gCamera->setZoomParameters(zoom_factor, subfield);
	gCamera->setNear(MIN_NEAR_PLANE);

	//////////////////////////
	//
	// clear the next buffer
	// (must follow dynamic texture writing since that uses the frame buffer)
	//

	if (gDisconnected)
	{
		glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		render_disconnected_background();
	}
	else if (!gViewerWindow->isPickPending())
	{
		glClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
		//DEBUG TEMPORARY
		glClear(GL_COLOR_BUFFER_BIT);
	}
	gViewerWindow->setupViewport();


	//////////////////////////
	//
	// Set rendering options
	//
	//
	stop_glerror();
	if (gSavedSettings.getBOOL("ShowDepthBuffer"))
	{
		pre_show_depth_buffer();
	}

	if(gUseWireframe)//gSavedSettings.getBOOL("UseWireframe"))
	{
		glClearColor(0.5f, 0.5f, 0.5f, 0.f);
		glClear(GL_COLOR_BUFFER_BIT);
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		LLPipeline::sUseOcclusion = FALSE;
	}
	else
	{
		LLPipeline::sUseOcclusion = gSavedSettings.getBOOL("UseOcclusion") && gGLManager.mHasOcclusionQuery && gFeatureManagerp->isFeatureAvailable("UseOcclusion");
	}

	stop_glerror();

	///////////////////////////////////////
	//
	// Slam lighting parameters back to our defaults.
	// Note that these are not the same as GL defaults...

	stop_glerror();
	F32 one[4] =	{1.f, 1.f, 1.f, 1.f};
	glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one);
	stop_glerror();
	
	//Increment drawable frame counter
	LLDrawable::incrementVisible();

	/////////////////////////////////////
	//
	// Render
	//
	// Actually push all of our triangles to the screen.
	//
	if (!gDisconnected)
	{
		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
		{ //don't draw hud objects in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
		}
		
		LLFastTimer t(LLFastTimer::FTM_WORLD_UPDATE);
		stop_glerror();
		display_update_camera();
		stop_glerror();
		
		// *TODO: merge these two methods
		gHUDManager->updateEffects();
		LLHUDObject::updateAll();
		stop_glerror();
		
		gFrameStats.start(LLFrameStats::UPDATE_GEOM);
		const F32 max_geom_update_time = 0.005f; // 5 ms update time
		gPipeline.updateGeom(max_geom_update_time);
		stop_glerror();
		
		LLSpatialPartition* part = gPipeline.getSpatialPartition(LLPipeline::PARTITION_VOLUME);
		part->processImagery(gCamera);

		display_update_camera();

		gFrameStats.start(LLFrameStats::UPDATE_CULL);
		gPipeline.updateCull(*gCamera);
		stop_glerror();
		
		///////////////////////////////////
		//
		// StateSort
		//
		// Responsible for taking visible objects, and adding them to the appropriate draw orders.
		// In the case of alpha objects, z-sorts them first.
		// Also creates special lists for outlines and selected face rendering.
		//
		{
			LLFastTimer t(LLFastTimer::FTM_REBUILD);
			
			gFrameStats.start(LLFrameStats::STATE_SORT);
			gPipeline.stateSort(*gCamera);
			stop_glerror();
				
			if (rebuild)
			{
				//////////////////////////////////////
				//
				// rebuildPools
				//
				//
				gFrameStats.start(LLFrameStats::REBUILD);
				gPipeline.rebuildPools();
				stop_glerror();
			}
		}
	}

	//// render frontmost floater opaque for occlusion culling purposes
	//LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
	//// assumes frontmost floater with focus is opaque
	//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
	//{
	//	glMatrixMode(GL_MODELVIEW);
	//	glPushMatrix();
	//	{
	//		LLGLSNoTexture gls_no_texture;

	//		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
	//		glLoadIdentity();

	//		LLRect floater_rect = frontmost_floaterp->getScreenRect();
	//		// deflate by one pixel so rounding errors don't occlude outside of floater extents
	//		floater_rect.stretch(-1);
	//		LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidth(), 
	//								(F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeight(),
	//								(F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidth(),
	//								(F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeight());
	//		floater_3d_rect.translate(-0.5f, -0.5f);
	//		glTranslatef(0.f, 0.f, -gCamera->getNear());
	//		glScalef(gCamera->getNear() * gCamera->getAspect() / sinf(gCamera->getView()), gCamera->getNear() / sinf(gCamera->getView()), 1.f);
	//		glColor4fv(LLColor4::white.mV);
	//		glBegin(GL_QUADS);
	//		{
	//			glVertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
	//			glVertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
	//			glVertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
	//			glVertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
	//		}
	//		glEnd();
	//		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	//	}
	//	glPopMatrix();
	//}

	if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) 
			&& !gRestoreGL
			&& !gDisconnected)
	{
		gPipeline.renderGeom(*gCamera);
		stop_glerror();
	}

	//render hud attachments
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	
	if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices(FALSE))
	{
		LLCamera hud_cam = *gCamera;
		glClear(GL_DEPTH_BUFFER_BIT);
		LLVector3 origin = hud_cam.getOrigin();
		hud_cam.setOrigin(-1.f,0,0);
		hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1));
		LLViewerCamera::updateFrustumPlanes(hud_cam, TRUE);
		//only render hud objects
		U32 mask = gPipeline.getRenderTypeMask();
		gPipeline.setRenderTypeMask(0);
		gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);

		BOOL has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
		if (has_ui)
		{
			gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
		}

		BOOL use_occlusion = gSavedSettings.getBOOL("UseOcclusion");
		gSavedSettings.setBOOL("UseOcclusion", FALSE);

		//cull, sort, and render hud objects
		gPipeline.updateCull(hud_cam);

		gPipeline.toggleRenderType(LLDrawPool::POOL_ALPHA_POST_WATER);
		gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP);
		gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE);
		gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME);
		
		{
			LLFastTimer ftm(LLFastTimer::FTM_REBUILD);
			gPipeline.stateSort(hud_cam);
		}
				
		gPipeline.renderGeom(hud_cam);

		//restore type mask
		gPipeline.setRenderTypeMask(mask);
		if (has_ui)
		{
			gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
		}
		gSavedSettings.setBOOL("UseOcclusion", use_occlusion);
	}
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	gFrameStats.start(LLFrameStats::RENDER_UI);

	if (gHandleKeysAsync)
	{
		process_keystrokes_async();
		stop_glerror();
	}

	
#ifndef LL_RELEASE_FOR_DOWNLOAD
	LLGLState::checkStates();
#endif
	render_ui_and_swap();
#ifndef LL_RELEASE_FOR_DOWNLOAD
	LLGLState::checkStates();
#endif

	gFrameStats.start(LLFrameStats::MISC_END);
	stop_glerror();

}

BOOL setup_hud_matrices(BOOL for_select)
{
	LLVOAvatar* my_avatarp = gAgent.getAvatarObject();
	if (my_avatarp && my_avatarp->hasHUDAttachment())
	{
		if (!for_select)
		{
			// clamp target zoom level to reasonable values
			my_avatarp->mHUDTargetZoom = llclamp(my_avatarp->mHUDTargetZoom, 0.1f, 1.f);
			// smoothly interpolate current zoom level
			my_avatarp->mHUDCurZoom = lerp(my_avatarp->mHUDCurZoom, my_avatarp->mHUDTargetZoom, LLCriticalDamp::getInterpolant(0.03f));
		}

		F32 zoom_level = my_avatarp->mHUDCurZoom;
		// clear z buffer and set up transform for hud
		if (!for_select)
		{
			glClear(GL_DEPTH_BUFFER_BIT);
		}
		LLBBox hud_bbox = my_avatarp->getHUDBBox();

		
		// set up transform to encompass bounding box of HUD
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
		if (for_select)
		{
			//RN: reset viewport to window extents so ortho screen is calculated with proper reference frame
			gViewerWindow->setupViewport();
		}
		glOrtho(-0.5f * gCamera->getAspect(), 0.5f * gCamera->getAspect(), -0.5f, 0.5f, 0.f, hud_depth);

		// apply camera zoom transform (for high res screenshots)
		F32 zoom_factor = gCamera->getZoomFactor();
		S16 sub_region = gCamera->getZoomSubRegion();
		if (zoom_factor > 1.f)
		{
			float offset = zoom_factor - 1.f;
			int pos_y = sub_region / llceil(zoom_factor);
			int pos_x = sub_region - (pos_y*llceil(zoom_factor));
			glTranslatef(gCamera->getAspect() * 0.5f * (offset - (F32)pos_x * 2.f), 0.5f * (offset - (F32)pos_y * 2.f), 0.f);
			glScalef(zoom_factor, zoom_factor, 1.f);
		}

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glLoadMatrixf(OGL_TO_CFR_ROTATION);		// Load Cory's favorite reference frame
		glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f);
		glScalef(zoom_level, zoom_level, zoom_level);
		
		return TRUE;
	}
	else
	{
		return FALSE;
	}
}


void render_ui_and_swap()
{
#ifndef LL_RELEASE_FOR_DOWNLOAD
	LLGLState::checkStates();
#endif

	LLGLSDefault gls_default;
	{
		LLGLSUIDefault gls_ui;
		gPipeline.disableLights();
		LLVertexBuffer::startRender();
		if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
		{
			LLFastTimer t(LLFastTimer::FTM_RENDER_UI);
			if (!gDisconnected)
			{
				render_ui_3d();
#ifndef LL_RELEASE_FOR_DOWNLOAD
				LLGLState::checkStates();
#endif
			}

			render_ui_2d();
#ifndef LL_RELEASE_FOR_DOWNLOAD
			LLGLState::checkStates();
#endif
		}
		LLVertexBuffer::stopRender();
		glFlush();

		// now do the swap buffer
		if (gDisplaySwapBuffers)
		{
			LLFastTimer t(LLFastTimer::FTM_SWAP);
			gViewerWindow->mWindow->swapBuffers();
		}

		{
 			LLFastTimer ftm(LLFastTimer::FTM_CLIENT_COPY);
			LLVertexBuffer::clientCopy(0.016);
		}

	}
}

void renderCoordinateAxes()
{
	LLGLSNoTexture gls_no_texture;
	glBegin(GL_LINES);
		glColor3f(1.0f, 0.0f, 0.0f);   // i direction = X-Axis = red
		glVertex3f(0.0f, 0.0f, 0.0f);
		glVertex3f(2.0f, 0.0f, 0.0f);
		glVertex3f(3.0f, 0.0f, 0.0f);
		glVertex3f(5.0f, 0.0f, 0.0f);
		glVertex3f(6.0f, 0.0f, 0.0f);
		glVertex3f(8.0f, 0.0f, 0.0f);
		// Make an X
		glVertex3f(11.0f, 1.0f, 1.0f);
		glVertex3f(11.0f, -1.0f, -1.0f);
		glVertex3f(11.0f, 1.0f, -1.0f);
		glVertex3f(11.0f, -1.0f, 1.0f);

		glColor3f(0.0f, 1.0f, 0.0f);   // j direction = Y-Axis = green
		glVertex3f(0.0f, 0.0f, 0.0f);
		glVertex3f(0.0f, 2.0f, 0.0f);
		glVertex3f(0.0f, 3.0f, 0.0f);
		glVertex3f(0.0f, 5.0f, 0.0f);
		glVertex3f(0.0f, 6.0f, 0.0f);
		glVertex3f(0.0f, 8.0f, 0.0f);
		// Make a Y
		glVertex3f(1.0f, 11.0f, 1.0f);
		glVertex3f(0.0f, 11.0f, 0.0f);
		glVertex3f(-1.0f, 11.0f, 1.0f);
		glVertex3f(0.0f, 11.0f, 0.0f);
		glVertex3f(0.0f, 11.0f, 0.0f);
		glVertex3f(0.0f, 11.0f, -1.0f);

		glColor3f(0.0f, 0.0f, 1.0f);   // Z-Axis = blue
		glVertex3f(0.0f, 0.0f, 0.0f);
		glVertex3f(0.0f, 0.0f, 2.0f);
		glVertex3f(0.0f, 0.0f, 3.0f);
		glVertex3f(0.0f, 0.0f, 5.0f);
		glVertex3f(0.0f, 0.0f, 6.0f);
		glVertex3f(0.0f, 0.0f, 8.0f);
		// Make a Z
		glVertex3f(-1.0f, 1.0f, 11.0f);
		glVertex3f(1.0f, 1.0f, 11.0f);
		glVertex3f(1.0f, 1.0f, 11.0f);
		glVertex3f(-1.0f, -1.0f, 11.0f);
		glVertex3f(-1.0f, -1.0f, 11.0f);
		glVertex3f(1.0f, -1.0f, 11.0f);
	glEnd();
}


void draw_axes() 
{
	LLGLSUIDefault gls_ui;
	LLGLSNoTexture gls_no_texture;
	// A vertical white line at origin
	LLVector3 v = gAgent.getPositionAgent();
	glBegin(GL_LINES);
		glColor3f(1.0f, 1.0f, 1.0f); 
		glVertex3f(0.0f, 0.0f, 0.0f);
		glVertex3f(0.0f, 0.0f, 40.0f);
	glEnd();
	// Some coordinate axes
	glPushMatrix();
		glTranslatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
		renderCoordinateAxes();
	glPopMatrix();
}

void render_ui_3d()
{
	LLGLSPipeline gls_pipeline;

	//////////////////////////////////////
	//
	// Render 3D UI elements
	// NOTE: zbuffer is cleared before we get here by LLDrawPoolHUD,
	//		 so 3d elements requiring Z buffer are moved to LLDrawPoolHUD
	//

	// Render selections
	glDisableClientState(GL_COLOR_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);

	/////////////////////////////////////////////////////////////
	//
	// Render 2.5D elements (2D elements in the world)
	// Stuff without z writes
	//

	// Debugging stuff goes before the UI.

	if (gSavedSettings.getBOOL("ShowDepthBuffer"))
	{
		post_show_depth_buffer();
	}

	// Coordinate axes
	if (gSavedSettings.getBOOL("ShowAxes"))
	{
		draw_axes();
	}

	stop_glerror();
		
	gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
	stop_glerror();
}

void render_ui_2d()
{
	LLGLSUIDefault gls_ui;

	/////////////////////////////////////////////////////////////
	//
	// Render 2D UI elements that overlay the world (no z compare)

	//  Disable wireframe mode below here, as this is HUD/menus
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	//  Menu overlays, HUD, etc
	gViewerWindow->setup2DRender();

	F32 zoom_factor = gCamera->getZoomFactor();
	S16 sub_region = gCamera->getZoomSubRegion();

	if (zoom_factor > 1.f)
	{
		//decompose subregion number to x and y values
		int pos_y = sub_region / llceil(zoom_factor);
		int pos_x = sub_region - (pos_y*llceil(zoom_factor));
		// offset for this tile
		LLFontGL::sCurOrigin.mX -= llround((F32)gViewerWindow->getWindowWidth() * (F32)pos_x / zoom_factor);
		LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeight() * (F32)pos_y / zoom_factor);
	}

	stop_glerror();
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	// render outline for HUD
	if (gAgent.getAvatarObject() && gAgent.getAvatarObject()->mHUDCurZoom < 0.98f)
	{
		glPushMatrix();
		S32 half_width = (gViewerWindow->getWindowWidth() / 2);
		S32 half_height = (gViewerWindow->getWindowHeight() / 2);
		glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
		glTranslatef((F32)half_width, (F32)half_height, 0.f);
		F32 zoom = gAgent.getAvatarObject()->mHUDCurZoom;
		glScalef(zoom,zoom,1.f);
		glColor4fv(LLColor4::white.mV);
		gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE);
		glPopMatrix();
		stop_glerror();
	}
	gViewerWindow->draw();
	if (gDebugSelect)
	{
		gViewerWindow->drawPickBuffer();
	}

	// reset current origin for font rendering, in case of tiling render
	LLFontGL::sCurOrigin.set(0, 0);
}


void render_disconnected_background()
{
	if (!gDisconnectedImagep && gDisconnected)
	{
		llinfos << "Loading last bitmap..." << llendl;

		char temp_str[MAX_PATH];		/* Flawfinder: ignore */
		strncpy(temp_str, gDirUtilp->getLindenUserDir().c_str(), MAX_PATH -1);		/* Flawfinder: ignore */
		temp_str[MAX_PATH -1] = '\0';
		strncat(temp_str, gDirUtilp->getDirDelimiter().c_str(), MAX_PATH - strlen(temp_str) -1);		/* Flawfinder: ignore */

		strcat(temp_str, SCREEN_LAST_FILENAME);		/* Flawfinder: ignore */

		LLPointer<LLImageBMP> image_bmp = new LLImageBMP;
		if( !image_bmp->load(temp_str) )
		{
			//llinfos << "Bitmap load failed" << llendl;
			return;
		}

		gDisconnectedImagep = new LLImageGL( FALSE );
		LLPointer<LLImageRaw> raw = new LLImageRaw;
		if (!image_bmp->decode(raw))
		{
			llinfos << "Bitmap decode failed" << llendl;
			gDisconnectedImagep = NULL;
			return;
		}

		U8 *rawp = raw->getData();
		S32 npixels = (S32)image_bmp->getWidth()*(S32)image_bmp->getHeight();
		for (S32 i = 0; i < npixels; i++)
		{
			S32 sum = 0;
			sum = *rawp + *(rawp+1) + *(rawp+2);
			sum /= 3;
			*rawp = ((S32)sum*6 + *rawp)/7;
			rawp++;
			*rawp = ((S32)sum*6 + *rawp)/7;
			rawp++;
			*rawp = ((S32)sum*6 + *rawp)/7;
			rawp++;
		}


		raw->expandToPowerOfTwo();
		gDisconnectedImagep->createGLTexture(0, raw);
		gStartImageGL = gDisconnectedImagep;
		LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
	}

	// Make sure the progress view always fills the entire window.
	S32 width = gViewerWindow->getWindowWidth();
	S32 height = gViewerWindow->getWindowHeight();

	if (gDisconnectedImagep)
	{
		LLGLSUIDefault gls_ui;
		gViewerWindow->setup2DRender();
		glPushMatrix();
		{
			// scale ui to reflect UIScaleFactor
			// this can't be done in setup2DRender because it requires a
			// pushMatrix/popMatrix pair
			const LLVector2& display_scale = gViewerWindow->getDisplayScale();
			glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);

			LLViewerImage::bindTexture(gDisconnectedImagep);
			glColor4f(1.f, 1.f, 1.f, 1.f);
			gl_rect_2d_simple_tex(width, height);
			LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
		}
		glPopMatrix();
	}
}

void display_cleanup()
{
	gDisconnectedImagep = NULL;
}

void process_keystrokes_async()
{
#if LL_WINDOWS
	MSG			msg;
	// look through all input messages, leaving them in the event queue
	while( PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE | PM_NOYIELD))
	{
		// on first mouse message, break out
		if (msg.message >= WM_MOUSEFIRST && 
			msg.message <= WM_MOUSELAST ||
			msg.message == WM_QUIT)
		{
			break;
		}

		// this is a message we want to handle now, so remove it from the event queue
		PeekMessage(&msg, NULL, msg.message, msg.message, PM_REMOVE | PM_NOYIELD);
		//		if (msg.message == WM_KEYDOWN)
		//		{
		//			llinfos << "Process async key down " << (U32)msg.wParam << llendl;
		//		}
		TranslateMessage(&msg);
		DispatchMessage(&msg);
	}

	// Scan keyboard for movement keys.  Command keys and typing
	// are handled by windows callbacks.  Don't do this until we're
	// done initializing.  JC
	if (gViewerWindow->mWindow->getVisible() 
		&& gViewerWindow->getActive()
		&& !gViewerWindow->mWindow->getMinimized()
		&& LLStartUp::getStartupState() == STATE_STARTED
		&& !gViewerWindow->getShowProgress()
		&& !gFocusMgr.focusLocked())
	{
		gKeyboard->scanKeyboard();
	}
#endif
}