This commit is contained in:
TighMacFanatic
2011-11-19 21:36:32 -05:00
33 changed files with 225 additions and 152 deletions

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@@ -60,7 +60,7 @@ inline void LLMatrix3a::setTranspose(const LLMatrix3a& src)
const LLQuad srcCol1 = src.mColumns[1];
const LLQuad unpacklo = _mm_unpacklo_ps( srcCol0, srcCol1 );
mColumns[0] = _mm_movelh_ps( unpacklo, src.mColumns[2] );
mColumns[1] = _mm_shuffle_ps( _mm_movehl_ps( srcCol0, unpacklo ), src.mColumns[2], _MM_SHUFFLE(0, 1, 1, 0) );
mColumns[1] = _mm_shuffle_ps( unpacklo, src.mColumns[2], _MM_SHUFFLE(0, 1, 3, 2) );
mColumns[2] = _mm_shuffle_ps( _mm_unpackhi_ps( srcCol0, srcCol1 ), src.mColumns[2], _MM_SHUFFLE(0, 2, 1, 0) );
}

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@@ -105,24 +105,42 @@ public:
mMatrix[3].setAdd(a.mMatrix[3],d3);
}
inline void rotate(const LLVector4a& v, LLVector4a& res)
inline void rotate(const LLVector4a& v, LLVector4a& res) const
{
res = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
res.mul(mMatrix[0]);
LLVector4a y;
y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
y.mul(mMatrix[1]);
LLVector4a x,y,z;
LLVector4a z;
x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
x.mul(mMatrix[0]);
y.mul(mMatrix[1]);
z.mul(mMatrix[2]);
res.add(y);
res.add(z);
x.add(y);
res.setAdd(x,z);
}
inline void rotate4(const LLVector4a& v, LLVector4a& res) const
{
LLVector4a x,y,z,w;
x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
w = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3));
x.mul(mMatrix[0]);
y.mul(mMatrix[1]);
z.mul(mMatrix[2]);
w.mul(mMatrix[3]);
x.add(y);
z.add(w);
res.setAdd(x,z);
}
inline void affineTransform(const LLVector4a& v, LLVector4a& res)
inline void affineTransform(const LLVector4a& v, LLVector4a& res) const
{
LLVector4a x,y,z;

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@@ -270,9 +270,9 @@ void LLCubeMap::setMatrix(S32 stage)
gGL.getTexUnit(stage)->activate();
}
LLVector3 x(LLVector3d(gGLModelView+0));
LLVector3 y(LLVector3d(gGLModelView+4));
LLVector3 z(LLVector3d(gGLModelView+8));
LLVector3 x(gGLModelView+0);
LLVector3 y(gGLModelView+4);
LLVector3 z(gGLModelView+8);
LLMatrix3 mat3;
mat3.setRows(x,y,z);

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@@ -1009,10 +1009,9 @@ void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean
}
void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum)
void LLGLSLShader::setMinimumAlpha(F32 minimum)
{
uniform1f("minimum_alpha", minimum);
uniform1f("maximum_alpha", maximum);
}
void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

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@@ -116,7 +116,7 @@ public:
void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void setAlphaRange(F32 minimum, F32 maximum);
void setMinimumAlpha(F32 minimum);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);

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@@ -741,7 +741,10 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
{
if (mAutoGenMips)
{
glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE);
if (!gGLManager.mHasFramebufferObject)
{
glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE);
}
stop_glerror();
{
// LLFastTimer t2(LLFastTimer::FTM_TEMP4);
@@ -770,6 +773,12 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
stop_glerror();
}
}
if (gGLManager.mHasFramebufferObject)
{
//GL_EXT_framebuffer_object implies glGenerateMipmap
glGenerateMipmap(LLTexUnit::getInternalType(mBindTarget));
}
}
else
{

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@@ -44,11 +44,12 @@
LLRender gGL;
// Handy copies of last good GL matrices
F64 gGLModelView[16];
F64 gGLLastModelView[16];
F64 gGLLastProjection[16];
F64 gGLProjection[16];
S32 gGLViewport[4];
//Would be best to migrate these to LLMatrix4a and LLVector4a, but that's too divergent right now.
LL_ALIGN_16(F32 gGLModelView[16]);
LL_ALIGN_16(F32 gGLLastModelView[16]);
LL_ALIGN_16(F32 gGLLastProjection[16]);
LL_ALIGN_16(F32 gGLProjection[16]);
LL_ALIGN_16(S32 gGLViewport[4]);
U32 LLTexUnit::sWhiteTexture = 0;

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@@ -408,10 +408,10 @@ private:
F32 mMaxAnisotropy;
};
extern F64 gGLModelView[16];
extern F64 gGLLastModelView[16];
extern F64 gGLLastProjection[16];
extern F64 gGLProjection[16];
extern F32 gGLModelView[16];
extern F32 gGLLastModelView[16];
extern F32 gGLLastProjection[16];
extern F32 gGLProjection[16];
extern S32 gGLViewport[4];
extern LLRender gGL;

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@@ -7,7 +7,6 @@
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -17,7 +16,7 @@ void main()
{
vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
if (col.a < minimum_alpha)
{
discard;
}

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@@ -8,13 +8,12 @@
varying vec3 vary_normal;
uniform float minimum_alpha;
uniform float maximum_alpha;
void main()
{
vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
if (col.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
@@ -15,7 +14,7 @@ uniform sampler2D specularMap;
void main()
{
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
if (col.a < minimum_alpha || col.a > maximum_alpha)
if (col.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -16,7 +15,7 @@ void main()
{
float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
if (alpha < minimum_alpha || alpha > maximum_alpha)
if (alpha < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -17,7 +16,7 @@ void main()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -7,7 +7,6 @@
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -16,7 +15,7 @@ void default_lighting()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -7,7 +7,6 @@
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -19,7 +18,7 @@ void default_lighting()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -15,7 +14,7 @@ void fullbright_lighting()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -17,7 +16,7 @@ void fullbright_lighting()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec4 diffuseLookup(vec2 texcoord);
@@ -17,7 +16,7 @@ void fullbright_lighting_water()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -17,7 +16,7 @@ void fullbright_lighting_water()
{
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
@@ -15,7 +14,7 @@ void default_lighting_water()
{
vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -6,7 +6,6 @@
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
@@ -17,7 +16,7 @@ void default_lighting_water()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
if (color.a < minimum_alpha)
{
discard;
}

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@@ -462,7 +462,7 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
if (params.mModelMatrix)
{
glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);

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@@ -97,7 +97,7 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
gDeferredDiffuseAlphaMaskProgram.bind();
gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
//render alpha masked objects
LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
@@ -143,7 +143,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
simple_shader = NULL;
fullbright_shader = NULL;
gObjectFullbrightAlphaMaskProgram.bind();
gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
deferred_render = TRUE;
@@ -236,14 +236,14 @@ void LLDrawPoolAlpha::render(S32 pass)
if (!LLPipeline::sRenderDeferred || !deferred_render)
{
simple_shader->bind();
simple_shader->setAlphaRange(0.33f, 1.f);
simple_shader->setMinimumAlpha(0.33f);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
if (fullbright_shader)
{
fullbright_shader->bind();
fullbright_shader->setAlphaRange(0.33f, 1.f);
fullbright_shader->setMinimumAlpha(0.33f);
}
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
//LLGLSLShader::bindNoShader();
@@ -279,16 +279,16 @@ void LLDrawPoolAlpha::render(S32 pass)
if (LLPipeline::sImpostorRender)
{
fullbright_shader->bind();
fullbright_shader->setAlphaRange(0.5f, 1.f);
fullbright_shader->setMinimumAlpha(0.5f);
simple_shader->bind();
simple_shader->setAlphaRange(0.5f, 1.f);
simple_shader->setMinimumAlpha(0.5f);
}
else
{
fullbright_shader->bind();
fullbright_shader->setAlphaRange(0.f, 1.f);
fullbright_shader->setMinimumAlpha(0.f);
simple_shader->bind();
simple_shader->setAlphaRange(0.f, 1.f);
simple_shader->setMinimumAlpha(0.f);
}
}
else

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@@ -678,7 +678,7 @@ void LLDrawPoolAvatar::beginImpostor()
if (LLGLSLShader::sNoFixedFunction)
{
gImpostorProgram.bind();
gImpostorProgram.setAlphaRange(0.01f, 1.f);
gImpostorProgram.setMinimumAlpha(0.01f);
}
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
@@ -710,7 +710,7 @@ void LLDrawPoolAvatar::beginRigid()
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader
sVertexProgram->bind();
sVertexProgram->setAlphaRange(0.2f, 1.f);
sVertexProgram->setMinimumAlpha(0.2f);
}
}
else
@@ -743,7 +743,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setAlphaRange(0.01f, 1.f);
sVertexProgram->setMinimumAlpha(0.01f);
}
void LLDrawPoolAvatar::endDeferredImpostor()
@@ -829,7 +829,7 @@ void LLDrawPoolAvatar::beginSkinned()
//if (LLGLSLShader::sNoFixedFunction) //Singu Note: sNoFixedFunction being false does not imply shaders are off, unlike in V3.
if (gPipeline.canUseVertexShaders()) //Check if shaders are REALLY used.
{
sVertexProgram->setAlphaRange(0.2f, 1.f);
sVertexProgram->setMinimumAlpha(0.2f);
}
}

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@@ -267,7 +267,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
if (mVertexShaderLevel > 0)
{
simple_shader->bind();
simple_shader->setAlphaRange(0.5f, 1.f);
simple_shader->setMinimumAlpha(0.5f);
}
else
{
@@ -324,7 +324,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass)
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
//LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
}

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@@ -80,7 +80,7 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
if (gPipeline.canUseVertexShaders())
{
shader->bind();
shader->setAlphaRange(0.5f, 1.f);
shader->setMinimumAlpha(0.5f);
}
else
{
@@ -149,7 +149,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass)
shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram;
shader->bind();
shader->setAlphaRange(0.5f, 1.f);
shader->setMinimumAlpha(0.5f);
}
void LLDrawPoolTree::renderDeferred(S32 pass)
@@ -175,7 +175,7 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
static const LLCachedControl<F32> render_deferred_bias("RenderDeferredTreeShadowBias",1.f);
glPolygonOffset(render_deferred_offset,render_deferred_bias);
gDeferredShadowAlphaMaskProgram.bind();
gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.5f);
}
void LLDrawPoolTree::renderShadow(S32 pass)
@@ -233,13 +233,10 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
//glPushMatrix();
F32 mat[16];
for (U32 i = 0; i < 16; i++)
mat[i] = (F32) gGLModelView[i];
LLMatrix4 matrix(mat);
LLMatrix4 matrix(gGLModelView);
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = treep->getPositionAgent();

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@@ -54,6 +54,8 @@ void hud_render_utf8text(const std::string &str, const LLVector3 &pos_agent,
hud_render_text(wstr, pos_agent, font, style, x_offset, y_offset, color, orthographic);
}
int glProjectf(const LLVector3& object, const F32* modelview, const F32* projection, const LLRect& viewport, LLVector3& windowCoordinate);
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
const LLFontGL &font,
const U8 style,
@@ -103,17 +105,15 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
//get the render_pos in screen space
F64 winX, winY, winZ;
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
S32 viewport[4];
viewport[0] = world_view_rect.mLeft;
viewport[1] = world_view_rect.mBottom;
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
gGLModelView, gGLProjection, (GLint*) viewport,
&winX, &winY, &winZ);
LLVector3 window_coordinates;
F32& winX = window_coordinates.mV[VX];
F32& winY = window_coordinates.mV[VY];
F32& winZ = window_coordinates.mV[VZ];
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
glProjectf(render_pos, gGLModelView, gGLProjection, world_view_rect, window_coordinates);
//fonts all render orthographically, set up projection``
glMatrixMode(GL_PROJECTION);
glPushMatrix();

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@@ -4868,9 +4868,6 @@ void LLSelectMgr::processForceObjectSelect(LLMessageSystem* msg, void**)
LLSelectMgr::getInstance()->highlightObjectAndFamily(objects);
}
extern LLGLdouble gGLModelView[16];
void LLSelectMgr::updateSilhouettes()
{
S32 num_sils_genned = 0;
@@ -5632,13 +5629,13 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
if (drawable->isActive())
{
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix);
}
else if (!is_hud_object)
{
glLoadIdentity();
glMultMatrixd(gGLModelView);
glMultMatrixf(gGLModelView);
LLVector3 trans = objectp->getRegion()->getOriginAgent();
glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
}
@@ -5721,7 +5718,7 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
if (!is_hud_object)
{
glLoadIdentity();
glMultMatrixd(gGLModelView);
glMultMatrixf(gGLModelView);
}

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@@ -2911,7 +2911,7 @@ void renderRaycast(LLDrawable* drawablep)
// draw intersection point
glPushMatrix();
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
LLVector3 translate = gDebugRaycastIntersection;
glTranslatef(translate.mV[0], translate.mV[1], translate.mV[2]);
LLCoordFrame orient;
@@ -3004,7 +3004,7 @@ public:
gGL.flush();
glPushMatrix();
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
renderVisibility(group, mCamera);
stop_glerror();
gGLLastMatrix = NULL;

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@@ -219,8 +219,15 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
{
GLint* viewport = (GLint*) gGLViewport;
GLdouble* model = gGLModelView;
GLdouble* proj = gGLProjection;
F64 model[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
model[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
GLdouble objX,objY,objZ;
LLVector3 frust[8];
@@ -444,24 +451,93 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
// screen coordinates to the agent's region.
void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
{
GLdouble x, y, z;
F64 mdlv[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
mdlv[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
gluUnProject(
GLdouble(screen_x), GLdouble(screen_y), 0.0,
gGLModelView, gGLProjection, (GLint*)gGLViewport,
mdlv, proj, (GLint*)gGLViewport,
&x,
&y,
&z );
pos_agent->setVec( (F32)x, (F32)y, (F32)z );
}
//Based off of http://www.opengl.org/wiki/GluProject_and_gluUnProject_code
int glProjectf(const LLVector3& object, const F32* modelview, const F32* projection, const LLRect& viewport, LLVector3& windowCoordinate)
{
const LLVector4a obj_vector(object.mV[VX],object.mV[VY],object.mV[VZ]);
LLVector4a temp_matrix;
const LLMatrix4a &view_matrix=*(LLMatrix4a*)modelview;
const LLMatrix4a &proj_matrix=*(LLMatrix4a*)projection;
view_matrix.affineTransform(obj_vector, temp_matrix);
//Passing temp_matrix as v and res is safe. res not altered until after all other calculations
proj_matrix.rotate4(temp_matrix, temp_matrix);
if(temp_matrix[VW]==0.0)
return 0;
temp_matrix.div(temp_matrix[VW]);
//Map x, y to range 0-1
temp_matrix.mul(.5f);
temp_matrix.add(.5f);
//Window coordinates
windowCoordinate[0]=temp_matrix[VX]*viewport.getWidth()+viewport.mLeft;
windowCoordinate[1]=temp_matrix[VY]*viewport.getHeight()+viewport.mBottom;
//This is only correct when glDepthRange(0.0, 1.0)
windowCoordinate[2]=temp_matrix[VZ];
return 1;
}
void MultiplyMatrices4by4OpenGL_FLOAT(LLMatrix4a& dest_matrix, const LLMatrix4a& input_matrix1, const LLMatrix4a& input_matrix2)
{
input_matrix1.rotate4(input_matrix2.mMatrix[VX],dest_matrix.mMatrix[VX]);
input_matrix1.rotate4(input_matrix2.mMatrix[VY],dest_matrix.mMatrix[VY]);
input_matrix1.rotate4(input_matrix2.mMatrix[VZ],dest_matrix.mMatrix[VZ]);
input_matrix1.rotate4(input_matrix2.mMatrix[VW],dest_matrix.mMatrix[VW]);
//Those four lines do this:
/*
result[0]=matrix1[0]*matrix2[0]+matrix1[4]*matrix2[1]+matrix1[8]*matrix2[2]+matrix1[12]*matrix2[3];
result[1]=matrix1[1]*matrix2[0]+matrix1[5]*matrix2[1]+matrix1[9]*matrix2[2]+matrix1[13]*matrix2[3];
result[2]=matrix1[2]*matrix2[0]+matrix1[6]*matrix2[1]+matrix1[10]*matrix2[2]+matrix1[14]*matrix2[3];
result[3]=matrix1[3]*matrix2[0]+matrix1[7]*matrix2[1]+matrix1[11]*matrix2[2]+matrix1[15]*matrix2[3];
result[4]=matrix1[0]*matrix2[4]+matrix1[4]*matrix2[5]+matrix1[8]*matrix2[6]+matrix1[12]*matrix2[7];
result[5]=matrix1[1]*matrix2[4]+matrix1[5]*matrix2[5]+matrix1[9]*matrix2[6]+matrix1[13]*matrix2[7];
result[6]=matrix1[2]*matrix2[4]+matrix1[6]*matrix2[5]+matrix1[10]*matrix2[6]+matrix1[14]*matrix2[7];
result[7]=matrix1[3]*matrix2[4]+matrix1[7]*matrix2[5]+matrix1[11]*matrix2[6]+matrix1[15]*matrix2[7];
result[8]=matrix1[0]*matrix2[8]+matrix1[4]*matrix2[9]+matrix1[8]*matrix2[10]+matrix1[12]*matrix2[11];
result[9]=matrix1[1]*matrix2[8]+matrix1[5]*matrix2[9]+matrix1[9]*matrix2[10]+matrix1[13]*matrix2[11];
result[10]=matrix1[2]*matrix2[8]+matrix1[6]*matrix2[9]+matrix1[10]*matrix2[10]+matrix1[14]*matrix2[11];
result[11]=matrix1[3]*matrix2[8]+matrix1[7]*matrix2[9]+matrix1[11]*matrix2[10]+matrix1[15]*matrix2[11];
result[12]=matrix1[0]*matrix2[12]+matrix1[4]*matrix2[13]+matrix1[8]*matrix2[14]+matrix1[12]*matrix2[15];
result[13]=matrix1[1]*matrix2[12]+matrix1[5]*matrix2[13]+matrix1[9]*matrix2[14]+matrix1[13]*matrix2[15];
result[14]=matrix1[2]*matrix2[12]+matrix1[6]*matrix2[13]+matrix1[10]*matrix2[14]+matrix1[14]*matrix2[15];
result[15]=matrix1[3]*matrix2[12]+ matrix1[7]*matrix2[13]+matrix1[11]*matrix2[14]+matrix1[15]*matrix2[15];
*/
}
// Uses the last GL matrices set in set_perspective to project a point from
// the agent's region space to screen coordinates. Returns TRUE if point in within
// the current window.
BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const BOOL clamp) const
{
BOOL in_front = TRUE;
GLdouble x, y, z; // object's window coords, GL-style
LLVector3 window_coordinates;
LLVector3 dir_to_point = pos_agent - getOrigin();
dir_to_point /= dir_to_point.magVec();
@@ -478,17 +554,13 @@ BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord
}
}
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
S32 viewport[4];
viewport[0] = world_view_rect.mLeft;
viewport[1] = world_view_rect.mBottom;
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
gGLModelView, gGLProjection, (GLint*)viewport,
&x, &y, &z))
if (GL_TRUE == glProjectf(pos_agent, gGLModelView, gGLProjection, world_view_rect, window_coordinates))
{
F32 &x = window_coordinates.mV[VX];
F32 &y = window_coordinates.mV[VY];
// convert screen coordinates to virtual UI coordinates
x /= gViewerWindow->getDisplayScale().mV[VX];
y /= gViewerWindow->getDisplayScale().mV[VY];
@@ -581,18 +653,14 @@ BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
in_front = FALSE;
}
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
S32 viewport[4];
viewport[0] = world_view_rect.mLeft;
viewport[1] = world_view_rect.mBottom;
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
GLdouble x, y, z; // object's window coords, GL-style
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
pos_agent.mV[VZ], gGLModelView,
gGLProjection, (GLint*)viewport,
&x, &y, &z))
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
LLVector3 window_coordinates;
if (GL_TRUE == glProjectf(pos_agent, gGLModelView, gGLProjection, world_view_rect, window_coordinates))
{
F32 &x = window_coordinates.mV[VX];
F32 &y = window_coordinates.mV[VY];
x /= gViewerWindow->getDisplayScale().mV[VX];
y /= gViewerWindow->getDisplayScale().mV[VY];
// should now have the x,y coords of grab_point in screen space

View File

@@ -1200,7 +1200,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
if (!gSnapshot)
{
glPushMatrix();
glLoadMatrixd(gGLLastModelView);
glLoadMatrixf(gGLLastModelView);
glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
}

View File

@@ -202,13 +202,10 @@ U32 nhpo2(U32 v)
return r;
}
glh::matrix4f glh_copy_matrix(GLdouble* src)
glh::matrix4f glh_copy_matrix(F32* src)
{
glh::matrix4f ret;
for (U32 i = 0; i < 16; i++)
{
ret.m[i] = (F32) src[i];
}
ret.set_value(src);
return ret;
}
@@ -232,7 +229,7 @@ glh::matrix4f glh_get_last_projection()
return glh_copy_matrix(gGLLastProjection);
}
void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
{
for (U32 i = 0; i < 16; i++)
{
@@ -1920,11 +1917,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixd(gGLLastProjection);
glLoadMatrixf(gGLLastProjection);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
gGLLastMatrix = NULL;
glLoadMatrixd(gGLLastModelView);
glLoadMatrixf(gGLLastModelView);
LLVertexBuffer::unbind();
@@ -3536,7 +3533,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3547,7 +3544,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
{
@@ -3596,13 +3593,13 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3731,7 +3728,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
{
@@ -3781,7 +3778,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
gGL.setColorMask(true, false);
}
@@ -3814,7 +3811,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGL.setColorMask(true, false);
@@ -3826,7 +3823,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
{
@@ -3876,17 +3873,17 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
}
}
@@ -3910,7 +3907,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
{
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
{
@@ -3951,7 +3948,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
}
@@ -3982,7 +3979,7 @@ void LLPipeline::renderDebug()
gGL.color4f(1,1,1,1);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
gGL.setColorMask(true, false);
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
@@ -4193,7 +4190,7 @@ void LLPipeline::renderDebug()
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
gGL.pushMatrix();
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
gGLLastMatrix = NULL;
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
@@ -5797,10 +5794,10 @@ void LLPipeline::resetVertexBuffers()
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
{
assertInitialized();
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
gGLLastMatrix = NULL;
mSimplePool->pushBatches(type, mask);
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
gGLLastMatrix = NULL;
}
@@ -6687,7 +6684,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
{
cube_map->enable(channel);
cube_map->bind();
F64* m = gGLModelView;
F32* m = gGLModelView;
F32 mat[] = { m[0], m[1], m[2],
@@ -8075,7 +8072,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
glLoadMatrixf(proj.m);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
stop_glerror();
gGLLastMatrix = NULL;
@@ -8129,7 +8126,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
{
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA);
gDeferredShadowAlphaMaskProgram.bind();
gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.6f);
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
glColor4f(1,1,1,1);
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
@@ -8138,7 +8135,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
//glCullFace(GL_BACK);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
glLoadMatrixf(gGLModelView);
doOcclusion(shadow_cam);
if (use_shader)

View File

@@ -71,7 +71,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL setup_hud_matrices(); // use whole screen to render hud
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
glh::matrix4f glh_copy_matrix(GLdouble* src);
glh::matrix4f glh_copy_matrix(F32* src);
glh::matrix4f glh_get_current_modelview();
void glh_set_current_modelview(const glh::matrix4f& mat);
glh::matrix4f glh_get_current_projection();