Changed some GL matricies to single precision.

This commit is contained in:
Shyotl
2011-11-19 19:05:19 -06:00
parent 1fd908b2c4
commit 70909f86c8
12 changed files with 103 additions and 67 deletions

View File

@@ -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);

View File

@@ -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;

View File

@@ -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;

View File

@@ -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);

View File

@@ -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();

View File

@@ -104,14 +104,24 @@ 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();
const 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();
F64 mdlv[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
mdlv[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
gGLModelView, gGLProjection, (GLint*) viewport,
mdlv, proj, (GLint*) viewport,
&winX, &winY, &winZ);
//fonts all render orthographically, set up projection``

View File

@@ -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);
}

View File

@@ -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;

View File

@@ -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];
@@ -444,11 +451,20 @@ 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 );
@@ -478,15 +494,23 @@ BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord
}
}
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
const 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();
F64 mdlv[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
mdlv[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
gGLModelView, gGLProjection, (GLint*)viewport,
mdlv, proj, (GLint*)viewport,
&x, &y, &z))
{
// convert screen coordinates to virtual UI coordinates
@@ -581,16 +605,26 @@ BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
in_front = FALSE;
}
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
const 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
F64 mdlv[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
mdlv[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
pos_agent.mV[VZ], gGLModelView,
gGLProjection, (GLint*)viewport,
pos_agent.mV[VZ], mdlv,
proj, (GLint*)viewport,
&x, &y, &z))
{
x /= gViewerWindow->getDisplayScale().mV[VX];

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;
@@ -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();