Several gl calls now wrapped via LLRender (gGL) as prep for future changes:
glMatrixMode -> gGL.matrixMode ..GL_MODELVIEW -> LLRender::MM_MODELVIEW ..GL_POJECTION -> LLRender::MM_PROJECTION ..GL_TEXTURE -> LLRender::MM_TEXTURE glMultMatrix -> gGL.multMatrix glLoadMatrixf -> gGL.loadMatrix glPushMatrix -> gGL.pushMatrix glPopMatrix -> gGL.popMatrix glLoadIdentity -> gGL.loadIdentity glRotatef -> gGL.rotatef glTransformf -> gGL.transformf glOrtho -> gGL.ortho glColor3f -> gGL.diffuseColor3f glColor3fv -> gGL.diffuseColor3fv glColor4f -> gGL.diffuseColor4f glColor4fv -> gGL.diffuseColor4fv glColor4ubv -> gGL.diffuseColor4ubv glLightModelfv(GL_LIGHT_MODEL_AMBIENT -> gGL.
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@@ -562,10 +562,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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// Note that these are not the same as GL defaults...
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stop_glerror();
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F32 one[4] = {1.f, 1.f, 1.f, 1.f};
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glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one);
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gGL.setAmbientLightColor(LLColor4::white);
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stop_glerror();
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/////////////////////////////////////
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//
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// Render
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@@ -727,10 +726,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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glh_set_current_projection(proj);
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glh_set_current_modelview(mod);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(proj.m);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mod.m);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.loadMatrix(proj.m);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.loadMatrix(mod.m);
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gViewerWindow->setup3DViewport();
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LLGLState::checkStates();
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@@ -840,24 +839,24 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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//// assumes frontmost floater with focus is opaque
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//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
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//{
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// glMatrixMode(GL_MODELVIEW);
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// glPushMatrix();
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// gGL.matrixMode(LLRender::MM_MODELVIEW);
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// gGL.pushMatrix();
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// {
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// gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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// glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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// glLoadIdentity();
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// gGL.loadIdentity();
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// LLRect floater_rect = frontmost_floaterp->getScreenRect();
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// LLRect floater_rect = frontmost_floaterp->calcScreenRect();
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// // deflate by one pixel so rounding errors don't occlude outside of floater extents
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// floater_rect.stretch(-1);
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// LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidth(),
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// (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeight(),
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// (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidth(),
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// (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeight());
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// LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(),
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// (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
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// (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
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// (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
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// floater_3d_rect.translate(-0.5f, -0.5f);
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// glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
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// glScalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
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// gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
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// gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
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// gGL.color4fv(LLColor4::white.mV);
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// gGL.begin(LLVertexBuffer::QUADS);
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// {
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@@ -869,7 +868,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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// gGL.end();
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// glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// }
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// glPopMatrix();
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// gGL.popMatrix();
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//}
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LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
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@@ -1004,10 +1003,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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void render_hud_attachments()
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{
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.pushMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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glh::matrix4f current_proj = glh_get_current_projection();
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glh::matrix4f current_mod = glh_get_current_modelview();
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@@ -1096,10 +1095,10 @@ void render_hud_attachments()
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}
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LLPipeline::sUseOcclusion = use_occlusion;
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}
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.popMatrix();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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glh_set_current_projection(current_proj);
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glh_set_current_modelview(current_mod);
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@@ -1182,12 +1181,12 @@ BOOL setup_hud_matrices(const LLRect& screen_region)
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if (!result) return result;
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// set up transform to keep HUD objects in front of camera
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(proj.m);
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.loadMatrix(proj.m);
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glh_set_current_projection(proj);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(model.m);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.loadMatrix(model.m);
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glh_set_current_modelview(model);
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return TRUE;
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}
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@@ -1199,8 +1198,8 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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if (!gSnapshot)
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{
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glPushMatrix();
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glLoadMatrixf(gGLLastModelView);
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gGL.pushMatrix();
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gGL.loadMatrix(gGLLastModelView);
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glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
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}
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@@ -1263,7 +1262,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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if (!gSnapshot)
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{
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glh_set_current_modelview(saved_view);
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glPopMatrix();
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gGL.popMatrix();
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}
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if (gDisplaySwapBuffers)
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@@ -1336,10 +1335,10 @@ void draw_axes()
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gGL.vertex3f(0.0f, 0.0f, 40.0f);
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gGL.end();
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// Some coordinate axes
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glPushMatrix();
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glTranslatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
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gGL.pushMatrix();
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gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
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renderCoordinateAxes();
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glPopMatrix();
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gGL.popMatrix();
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}
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void render_ui_3d()
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@@ -1409,10 +1408,10 @@ void render_ui_2d()
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gGL.pushMatrix();
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S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
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S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
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glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
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glTranslatef((F32)half_width, (F32)half_height, 0.f);
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gGL.scalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
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gGL.translatef((F32)half_width, (F32)half_height, 0.f);
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F32 zoom = gAgentCamera.mHUDCurZoom;
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glScalef(zoom,zoom,1.f);
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gGL.scalef(zoom,zoom,1.f);
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gGL.color4fv(LLColor4::white.mV);
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gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE);
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gGL.popMatrix();
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@@ -1479,20 +1478,20 @@ void render_disconnected_background()
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{
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LLGLSUIDefault gls_ui;
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gViewerWindow->setup2DRender();
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glPushMatrix();
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gGL.pushMatrix();
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{
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// scale ui to reflect UIScaleFactor
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// this can't be done in setup2DRender because it requires a
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// pushMatrix/popMatrix pair
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const LLVector2& display_scale = gViewerWindow->getDisplayScale();
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glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
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gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
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gGL.getTexUnit(0)->bind(gDisconnectedImagep);
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gGL.color4f(1.f, 1.f, 1.f, 1.f);
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gl_rect_2d_simple_tex(width, height);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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glPopMatrix();
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gGL.popMatrix();
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}
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gGL.flush();
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}
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