/** * @file llpaneldisplay.cpp * @brief Display preferences for the preferences floater * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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" // file include #include "llpaneldisplay.h" // linden library includes #include "llerror.h" #include "llfontgl.h" #include "llrect.h" #include "llstring.h" // project includes #include "llagent.h" #include "llbutton.h" #include "llcheckboxctrl.h" #include "llcombobox.h" #include "llflexibleobject.h" #include "lllineeditor.h" #include "llradiogroup.h" #include "llresmgr.h" #include "llsliderctrl.h" #include "llspinctrl.h" #include "llstartup.h" #include "lltextbox.h" #include "lltexteditor.h" #include "llui.h" #include "llviewercamera.h" #include "llviewertexturelist.h" #include "llviewermessage.h" #include "llviewerobjectlist.h" #include "llviewerwindow.h" #include "llvoavatar.h" #include "llvovolume.h" #include "llvotree.h" #include "llvosky.h" #include "llwindow.h" #include "llworld.h" #include "pipeline.h" #include "lluictrlfactory.h" #include "llfeaturemanager.h" #include "llviewershadermgr.h" #include "llboost.h" //RN temporary includes for resolution switching #include "llglheaders.h" #include "llviewercontrol.h" #include "llsky.h" // parent #include "llfloaterpreference.h" // [RLVa:KB] #include "rlvhandler.h" // [/RLVa:KB] #if LL_MSVC #pragma warning( disable : 4265 ) // "class has virtual functions, but destructor is not virtual" #endif #include const F32 MAX_USER_FAR_CLIP = 512.f; const F32 MIN_USER_FAR_CLIP = 64.f; const S32 ASPECT_RATIO_STR_LEN = 100; LLPanelDisplay::LLPanelDisplay() { LLUICtrlFactory::getInstance()->buildPanel(this, "panel_preferences_graphics1.xml"); } BOOL LLPanelDisplay::postBuild() { // return to default values getChild("Defaults")->setClickedCallback(boost::bind(&LLPanelDisplay::setHardwareDefaults)); //============================================================================ // Resolution // radio set for fullscreen size mCtrlWindowed = getChild( "windowed mode"); mCtrlWindowed->setCommitCallback(boost::bind(&LLPanelDisplay::onCommitWindowedMode,this)); mAspectRatioLabel1 = getChild("AspectRatioLabel1"); mDisplayResLabel = getChild("DisplayResLabel"); S32 num_resolutions = 0; LLWindow::LLWindowResolution* supported_resolutions = gViewerWindow->getWindow()->getSupportedResolutions(num_resolutions); S32 fullscreen_mode = num_resolutions - 1; mCtrlFullScreen = getChild( "fullscreen combo"); LLUIString resolution_label = getString("resolution_format"); for (S32 i = 0; i < num_resolutions; i++) { resolution_label.setArg("[RES_X]", llformat("%d", supported_resolutions[i].mWidth)); resolution_label.setArg("[RES_Y]", llformat("%d", supported_resolutions[i].mHeight)); mCtrlFullScreen->add( resolution_label, ADD_BOTTOM ); } { BOOL targetFullscreen; S32 targetWidth; S32 targetHeight; gViewerWindow->getTargetWindow(targetFullscreen, targetWidth, targetHeight); if (targetFullscreen) { fullscreen_mode = 0; // default to 800x600 for (S32 i = 0; i < num_resolutions; i++) { if (targetWidth == supported_resolutions[i].mWidth && targetHeight == supported_resolutions[i].mHeight) { fullscreen_mode = i; } } mCtrlFullScreen->setCurrentByIndex(fullscreen_mode); mCtrlWindowed->set(FALSE); mCtrlFullScreen->setVisible(TRUE); } else { // set to windowed mode //fullscreen_mode = mCtrlFullScreen->getItemCount() - 1; mCtrlWindowed->set(TRUE); mCtrlFullScreen->setCurrentByIndex(0); mCtrlFullScreen->setVisible(FALSE); } } initWindowSizeControls(); if (gSavedSettings.getBOOL("FullScreenAutoDetectAspectRatio")) { mAspectRatio = gViewerWindow->getDisplayAspectRatio(); } else { mAspectRatio = gSavedSettings.getF32("FullScreenAspectRatio"); } S32 numerator = 0; S32 denominator = 0; fractionFromDecimal(mAspectRatio, numerator, denominator); LLUIString aspect_ratio_text = getString("aspect_ratio_text"); if (numerator != 0) { aspect_ratio_text.setArg("[NUM]", llformat("%d", numerator)); aspect_ratio_text.setArg("[DEN]", llformat("%d", denominator)); } else { aspect_ratio_text = llformat("%.3f", mAspectRatio); } mCtrlAspectRatio = getChild( "aspect_ratio"); mCtrlAspectRatio->setTextEntryCallback(boost::bind(&LLPanelDisplay::onKeystrokeAspectRatio,this)); mCtrlAspectRatio->setCommitCallback(boost::bind(&LLPanelDisplay::onSelectAspectRatio,this)); // add default aspect ratios mCtrlAspectRatio->add(aspect_ratio_text, &mAspectRatio, ADD_TOP); mCtrlAspectRatio->setCurrentByIndex(0); mCtrlAutoDetectAspect = getChild( "aspect_auto_detect"); mCtrlAutoDetectAspect->setCommitCallback(boost::bind(&LLPanelDisplay::onCommitAutoDetectAspect,this,_2)); // radio performance box mCtrlSliderQuality = getChild("QualityPerformanceSelection"); mCtrlSliderQuality->setSliderMouseUpCallback(boost::bind(&LLPanelDisplay::onChangeQuality,this,_1)); mCtrlCustomSettings = getChild("CustomSettings"); mCtrlCustomSettings->setCommitCallback(boost::bind(&LLPanelDisplay::onChangeCustom)); //mGraphicsBorder = getChild("GraphicsBorder"); // Enable Transparent Water mCtrlTransparentWater = getChild("TransparentWater"); //---------------------------------------------------------------------------- // Enable Bump/Shiny mCtrlBumpShiny = getChild("BumpShiny"); //---------------------------------------------------------------------------- // Enable Reflections mCtrlReflectionDetail = getChild("ReflectionDetailCombo"); mCtrlReflectionDetail->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); // WindLight mCtrlWindLight = getChild("WindLightUseAtmosShaders"); mCtrlWindLight->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); // Deferred mCtrlDeferred = getChild("RenderDeferred"); mCtrlDeferred->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); mCtrlDeferredDoF = getChild("RenderDepthOfField"); mCtrlDeferredDoF->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); mCtrlShadowDetail = getChild("ShadowDetailCombo"); mCtrlShadowDetail->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); //---------------------------------------------------------------------------- // Terrain Scale mCtrlTerrainScale = getChild("TerrainScaleCombo"); //---------------------------------------------------------------------------- // Enable Avatar Shaders mCtrlAvatarVP = getChild("AvatarVertexProgram"); mCtrlAvatarVP->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); //---------------------------------------------------------------------------- // Avatar Render Mode mCtrlAvatarCloth = getChild("AvatarCloth"); mCtrlAvatarImpostors = getChild("AvatarImpostors"); mCtrlAvatarImpostors->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); mCtrlNonImpostors = getChild("AvatarMaxVisible"); //---------------------------------------------------------------------------- // Checkbox for lighting detail mCtrlLightingDetail2 = getChild("LightingDetailRadio"); //---------------------------------------------------------------------------- // Checkbox for ambient occlusion mCtrlAmbientOcc = getChild("UseSSAO"); //---------------------------------------------------------------------------- // radio set for terrain detail mode mRadioTerrainDetail = getChild("TerrainDetailRadio"); //---------------------------------------------------------------------------- // Global Shader Enable mCtrlShaderEnable = getChild("BasicShaders"); mCtrlShaderEnable->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); //============================================================================ // Object detail slider mCtrlDrawDistance = getChild("DrawDistance"); mDrawDistanceMeterText1 = getChild("DrawDistanceMeterText1"); mDrawDistanceMeterText2 = getChild("DrawDistanceMeterText2"); mCtrlDrawDistance->setCommitCallback(boost::bind(&LLPanelDisplay::updateMeterText, this)); // Object detail slider mCtrlLODFactor = getChild("ObjectMeshDetail"); mLODFactorText = getChild("ObjectMeshDetailText"); mCtrlLODFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1,mLODFactorText)); // Flex object detail slider mCtrlFlexFactor = getChild("FlexibleMeshDetail"); mFlexFactorText = getChild("FlexibleMeshDetailText"); mCtrlFlexFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText,_1, mFlexFactorText)); // Tree detail slider mCtrlTreeFactor = getChild("TreeMeshDetail"); mTreeFactorText = getChild("TreeMeshDetailText"); mCtrlTreeFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1, mTreeFactorText)); // Avatar detail slider mCtrlAvatarFactor = getChild("AvatarMeshDetail"); mAvatarFactorText = getChild("AvatarMeshDetailText"); mCtrlAvatarFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1, mAvatarFactorText)); // Avatar physics detail slider mCtrlAvatarPhysicsFactor = getChild("AvatarPhysicsDetail"); mAvatarPhysicsFactorText = getChild("AvatarPhysicsDetailText"); mCtrlAvatarPhysicsFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1, mAvatarPhysicsFactorText)); // Terrain detail slider mCtrlTerrainFactor = getChild("TerrainMeshDetail"); mTerrainFactorText = getChild("TerrainMeshDetailText"); mCtrlTerrainFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1, mTerrainFactorText)); // Terrain detail slider mCtrlSkyFactor = getChild("SkyMeshDetail"); mSkyFactorText = getChild("SkyMeshDetailText"); mCtrlSkyFactor->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1, mSkyFactorText)); // Particle detail slider mCtrlMaxParticle = getChild("MaxParticleCount"); // Glow detail slider mCtrlPostProcess = getChild("RenderPostProcess"); mPostProcessText = getChild("PostProcessText"); mCtrlPostProcess->setCommitCallback(boost::bind(&LLPanelDisplay::updateSliderText, _1, mPostProcessText)); // Text boxes (for enabling/disabling) mShaderText = getChild("ShadersText"); mReflectionText = getChild("ReflectionDetailText"); mAvatarText = getChild("AvatarRenderingText"); mTerrainText = getChild("TerrainDetailText"); mMeshDetailText = getChild("MeshDetailText"); mShadowDetailText = getChild("ShadowDetailText"); mTerrainScaleText = getChild("TerrainScaleText"); // Hardware tab mVBO = getChild("vbo"); mVBO->setCommitCallback(boost::bind(&LLPanelDisplay::onVertexShaderEnable)); mVBOStream = getChild("vbo_stream"); refresh(); return TRUE; } void LLPanelDisplay::initWindowSizeControls() { // Window size mWindowSizeLabel = getChild("WindowSizeLabel"); mCtrlWindowSize = getChild("windowsize combo"); // Look to see if current window size matches existing window sizes, if so then // just set the selection value... const U32 height = gViewerWindow->getWindowDisplayHeight(); const U32 width = gViewerWindow->getWindowDisplayWidth(); for (S32 i=0; i < mCtrlWindowSize->getItemCount(); i++) { U32 height_test = 0; U32 width_test = 0; mCtrlWindowSize->setCurrentByIndex(i); if (extractWindowSizeFromString(mCtrlWindowSize->getValue().asString(), width_test, height_test)) { if ((height_test == height) && (width_test == width)) { return; } } } // ...otherwise, add a new entry with the current window height/width. LLUIString resolution_label = getString("resolution_format"); resolution_label.setArg("[RES_X]", llformat("%d", width)); resolution_label.setArg("[RES_Y]", llformat("%d", height)); mCtrlWindowSize->add(resolution_label, ADD_TOP); mCtrlWindowSize->setCurrentByIndex(0); } LLPanelDisplay::~LLPanelDisplay() { // clean up user data for (S32 i = 0; i < mCtrlAspectRatio->getItemCount(); i++) { mCtrlAspectRatio->setCurrentByIndex(i); } for (S32 i = 0; i < mCtrlWindowSize->getItemCount(); i++) { mCtrlWindowSize->setCurrentByIndex(i); } } void LLPanelDisplay::refresh() { LLPanel::refresh(); mFSAutoDetectAspect = gSavedSettings.getBOOL("FullScreenAutoDetectAspectRatio"); mQualityPerformance = gSavedSettings.getU32("RenderQualityPerformance"); mCustomSettings = gSavedSettings.getBOOL("RenderCustomSettings"); mTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater"); // shader settings mBumpShiny = gSavedSettings.getBOOL("RenderObjectBump"); mShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable"); mWindLight = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); mAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); mDeferred = gSavedSettings.getBOOL("RenderDeferred"); mDeferredDoF = gSavedSettings.getBOOL("RenderDepthOfField"); // combo boxes mReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail"); mShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); mTerrainScale = gSavedSettings.getF32("RenderTerrainScale"); // avatar settings mAvatarImpostors = gSavedSettings.getBOOL("RenderUseImpostors"); mNonImpostors = gSavedSettings.getS32("RenderAvatarMaxVisible"); mAvatarCloth = gSavedSettings.getBOOL("RenderAvatarCloth"); // Draw distance mRenderFarClip = gSavedSettings.getF32("RenderFarClip"); // sliders and their text boxes mPrimLOD = gSavedSettings.getF32("RenderVolumeLODFactor"); mFlexLOD = gSavedSettings.getF32("RenderFlexTimeFactor"); mTreeLOD = gSavedSettings.getF32("RenderTreeLODFactor"); mAvatarLOD = gSavedSettings.getF32("RenderAvatarLODFactor"); mTerrainLOD = gSavedSettings.getF32("RenderTerrainLODFactor"); mSkyLOD = gSavedSettings.getU32("WLSkyDetail"); mParticleCount = gSavedSettings.getS32("RenderMaxPartCount"); mPostProcess = gSavedSettings.getS32("RenderGlowResolutionPow"); // lighting and terrain radios mLocalLights = gSavedSettings.getBOOL("RenderLocalLights"); mTerrainDetail = gSavedSettings.getS32("RenderTerrainDetail"); // slider text boxes updateSliderText(mCtrlLODFactor, mLODFactorText); updateSliderText(mCtrlFlexFactor, mFlexFactorText); updateSliderText(mCtrlTreeFactor, mTreeFactorText); updateSliderText(mCtrlAvatarFactor, mAvatarFactorText); updateSliderText(mCtrlAvatarPhysicsFactor, mAvatarPhysicsFactorText); updateSliderText(mCtrlTerrainFactor, mTerrainFactorText); updateSliderText(mCtrlPostProcess, mPostProcessText); updateSliderText(mCtrlSkyFactor, mSkyFactorText); // Hardware tab mUseVBO = gSavedSettings.getBOOL("RenderVBOEnable"); mUseFBO = gSavedSettings.getBOOL("RenderUseFBO"); mUseAniso = gSavedSettings.getBOOL("RenderAnisotropic"); mFSAASamples = gSavedSettings.getU32("RenderFSAASamples"); mGamma = gSavedSettings.getF32("RenderGamma"); mVideoCardMem = gSavedSettings.getS32("TextureMemory"); mFogRatio = gSavedSettings.getF32("RenderFogRatio"); childSetValue("fsaa", (LLSD::Integer) mFSAASamples); refreshEnabledState(); } void LLPanelDisplay::refreshEnabledState() { // if in windowed mode, disable full screen options bool isFullScreen = !mCtrlWindowed->get(); mDisplayResLabel->setVisible(isFullScreen); mCtrlFullScreen->setVisible(isFullScreen); mCtrlAspectRatio->setVisible(isFullScreen); mAspectRatioLabel1->setVisible(isFullScreen); mCtrlAutoDetectAspect->setVisible(isFullScreen); mWindowSizeLabel->setVisible(!isFullScreen); mCtrlWindowSize->setVisible(!isFullScreen); // disable graphics settings and exit if it's not set to custom if(!gSavedSettings.getBOOL("RenderCustomSettings")) { setHiddenGraphicsState(true); return; } // otherwise turn them all on and selectively turn off others else { setHiddenGraphicsState(false); } // Reflections BOOL reflections = gSavedSettings.getBOOL("VertexShaderEnable") && gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps; mCtrlReflectionDetail->setEnabled(reflections); // Bump & Shiny bool bumpshiny = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps && LLFeatureManager::getInstance()->isFeatureAvailable("RenderObjectBump"); mCtrlBumpShiny->setEnabled(bumpshiny ? TRUE : FALSE); if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE || gSavedSettings.getBOOL("RenderAvatarVP") == FALSE) { mCtrlAvatarCloth->setEnabled(false); } else { mCtrlAvatarCloth->setEnabled(true); } static LLCachedControl wlatmos("WindLightUseAtmosShaders",false); //I actually recommend RenderUseFBO:FALSE for ati users when not using deferred, so RenderUseFBO shouldn't control visibility of the element. // Instead, gGLManager.mHasFramebufferObject seems better as it is determined by hardware and not current user settings. -Shyotl //Enabling deferred will force RenderUseFBO to TRUE. BOOL can_defer = gGLManager.mHasFramebufferObject && LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && //Ensure it's enabled in the gpu feature table LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP") && //Hardware Skinning. Deferred forces RenderAvatarVP to true LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && gSavedSettings.getBOOL("VertexShaderEnable") && //Basic Shaders LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders") && wlatmos; //Atmospheric Shaders mCtrlDeferred->setEnabled(can_defer); static LLCachedControl render_deferred("RenderDeferred",false); mCtrlShadowDetail->setEnabled(can_defer && render_deferred); mCtrlAmbientOcc->setEnabled(can_defer && render_deferred); mCtrlDeferredDoF->setEnabled(can_defer && render_deferred); // Disable max non-impostors slider if avatar impostors are off mCtrlNonImpostors->setEnabled(gSavedSettings.getBOOL("RenderUseImpostors")); // Vertex Shaders // mCtrlShaderEnable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")); // [RLVa:KB] - Checked: 2009-07-10 (RLVa-1.0.0g) | Modified: RLVa-0.2.0a // "Basic Shaders" can't be disabled - but can be enabled - under @setenv=n bool fCtrlShaderEnable = LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"); mCtrlShaderEnable->setEnabled(fCtrlShaderEnable && (!gRlvHandler.hasBehaviour(RLV_BHVR_SETENV) || !mShaderEnable)); // [/RLVa:KB] bool shaders = mCtrlShaderEnable->get(); if (shaders) { mRadioTerrainDetail->setValue(1); mRadioTerrainDetail->setEnabled(false); } else { mRadioTerrainDetail->setEnabled(true); } // *HACK just checks to see if we can use shaders... // maybe some cards that use shaders, but don't support windlight // mCtrlWindLight->setEnabled(mCtrlShaderEnable->getEnabled() && shaders); // [RLVa:KB] - Checked: 2009-07-10 (RLVa-1.0.0g) | Modified: RLVa-0.2.0a // "Atmospheric Shaders" can't be disabled - but can be enabled - under @setenv=n bool fCtrlWindLightEnable = fCtrlShaderEnable && shaders; mCtrlWindLight->setEnabled(fCtrlWindLightEnable && (!gRlvHandler.hasBehaviour(RLV_BHVR_SETENV) || !mWindLight)); // [/RLVa:KB] // turn off sky detail if atmospherics isn't on mCtrlSkyFactor->setEnabled(wlatmos); mSkyFactorText->setEnabled(wlatmos); // Avatar Mode and FBO if (render_deferred && wlatmos && shaders) { childSetEnabled("fbo", false); childSetValue("fbo", true); mCtrlAvatarVP->setEnabled(false); gSavedSettings.setBOOL("RenderAvatarVP", true); } else if (!shaders) { childSetEnabled("fbo", gGLManager.mHasFramebufferObject); mCtrlAvatarVP->setEnabled(false); gSavedSettings.setBOOL("RenderAvatarVP", false); } else { childSetEnabled("fbo", gGLManager.mHasFramebufferObject); mCtrlAvatarVP->setEnabled(true); } // Hardware tab S32 min_tex_mem = LLViewerTextureList::getMinVideoRamSetting(); S32 max_tex_mem = LLViewerTextureList::getMaxVideoRamSetting(); childSetMinValue("GrapicsCardTextureMemory", min_tex_mem); childSetMaxValue("GrapicsCardTextureMemory", max_tex_mem); if (!LLFeatureManager::getInstance()->isFeatureAvailable("RenderVBOEnable") || !gGLManager.mHasVertexBufferObject) { mVBO->setEnabled(false); //Streaming VBOs -Shyotl mVBOStream->setEnabled(false); } else { mVBOStream->setEnabled(gSavedSettings.getBOOL("RenderVBOEnable")); } // if no windlight shaders, enable gamma, and fog distance childSetEnabled("gamma",!wlatmos); childSetEnabled("fog", !wlatmos); childSetVisible("note", wlatmos); // now turn off any features that are unavailable disableUnavailableSettings(); } void LLPanelDisplay::disableUnavailableSettings() { // if vertex shaders off, disable all shader related products if(!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")) { mCtrlShaderEnable->setEnabled(FALSE); mCtrlShaderEnable->setValue(FALSE); mCtrlWindLight->setEnabled(FALSE); mCtrlWindLight->setValue(FALSE); mCtrlReflectionDetail->setEnabled(FALSE); mCtrlReflectionDetail->setValue(FALSE); mCtrlAvatarVP->setEnabled(FALSE); mCtrlAvatarVP->setValue(FALSE); mCtrlAvatarCloth->setEnabled(FALSE); mCtrlAvatarCloth->setValue(FALSE); mCtrlDeferred->setEnabled(FALSE); mCtrlDeferred->setValue(FALSE); mCtrlAmbientOcc->setEnabled(FALSE); mCtrlAmbientOcc->setValue(FALSE); mCtrlDeferredDoF->setEnabled(FALSE); mCtrlDeferredDoF->setValue(FALSE); mCtrlShadowDetail->setEnabled(FALSE); mCtrlShadowDetail->setValue(FALSE); } // disabled windlight if(!LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")) { mCtrlWindLight->setEnabled(FALSE); mCtrlWindLight->setValue(FALSE); } // disabled reflections if(!LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionDetail")) { mCtrlReflectionDetail->setEnabled(FALSE); mCtrlReflectionDetail->setValue(FALSE); } // disabled terrain scale if(!LLFeatureManager::getInstance()->isFeatureAvailable("RenderTerrainScale")) { mCtrlTerrainScale->setEnabled(false); mCtrlTerrainScale->setValue(false); } // disabled av if(!LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP")) { mCtrlAvatarVP->setEnabled(FALSE); mCtrlAvatarVP->setValue(FALSE); mCtrlAvatarCloth->setEnabled(FALSE); mCtrlAvatarCloth->setValue(FALSE); } // disabled cloth if(!LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarCloth")) { mCtrlAvatarCloth->setEnabled(FALSE); mCtrlAvatarCloth->setValue(FALSE); } // disabled impostors if(!LLFeatureManager::getInstance()->isFeatureAvailable("RenderUseImpostors")) { mCtrlAvatarImpostors->setEnabled(FALSE); mCtrlAvatarImpostors->setValue(FALSE); mCtrlNonImpostors->setEnabled(FALSE); } // disabled deferred if(!LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred")) { mCtrlDeferred->setEnabled(FALSE); mCtrlDeferred->setValue(FALSE); mCtrlAmbientOcc->setEnabled(FALSE); mCtrlAmbientOcc->setValue(FALSE); mCtrlDeferredDoF->setEnabled(FALSE); mCtrlDeferredDoF->setValue(FALSE); mCtrlShadowDetail->setEnabled(FALSE); mCtrlShadowDetail->setValue(FALSE); } } void LLPanelDisplay::setHiddenGraphicsState(bool isHidden) { // quick check //llassert(mGraphicsBorder != NULL); llassert(mCtrlDrawDistance != NULL); llassert(mCtrlLODFactor != NULL); llassert(mCtrlFlexFactor != NULL); llassert(mCtrlTreeFactor != NULL); llassert(mCtrlAvatarFactor != NULL); llassert(mCtrlTerrainFactor != NULL); llassert(mCtrlSkyFactor != NULL); llassert(mCtrlMaxParticle != NULL); llassert(mCtrlPostProcess != NULL); llassert(mLODFactorText != NULL); llassert(mFlexFactorText != NULL); llassert(mTreeFactorText != NULL); llassert(mAvatarFactorText != NULL); llassert(mTerrainFactorText != NULL); llassert(mSkyFactorText != NULL); llassert(mPostProcessText != NULL); llassert(mCtrlTransparentWater != NULL); llassert(mCtrlBumpShiny != NULL); llassert(mCtrlWindLight != NULL); llassert(mCtrlAvatarVP != NULL); llassert(mCtrlShaderEnable != NULL); llassert(mCtrlAvatarImpostors != NULL); llassert(mCtrlNonImpostors != NULL); llassert(mCtrlAvatarCloth != NULL); llassert(mCtrlLightingDetail2 != NULL); llassert(mCtrlAmbientOcc != NULL); llassert(mRadioTerrainDetail != NULL); llassert(mCtrlReflectionDetail != NULL); llassert(mCtrlTerrainScale != NULL); llassert(mMeshDetailText != NULL); llassert(mShaderText != NULL); llassert(mReflectionText != NULL); llassert(mTerrainScaleText != NULL); llassert(mAvatarText != NULL); llassert(mTerrainText != NULL); llassert(mDrawDistanceMeterText1 != NULL); llassert(mDrawDistanceMeterText2 != NULL); // enable/disable the states //mGraphicsBorder->setVisible(!isHidden); /* LLColor4 light(.45098f, .51765f, .6078f, 1.0f); LLColor4 dark(.10196f, .10196f, .10196f, 1.0f); b ? mGraphicsBorder->setColors(dark, light) : mGraphicsBorder->setColors(dark, dark); */ mCtrlDrawDistance->setVisible(!isHidden); mCtrlLODFactor->setVisible(!isHidden); mCtrlFlexFactor->setVisible(!isHidden); mCtrlTreeFactor->setVisible(!isHidden); mCtrlAvatarFactor->setVisible(!isHidden); mCtrlAvatarPhysicsFactor->setVisible(!isHidden); mCtrlTerrainFactor->setVisible(!isHidden); mCtrlSkyFactor->setVisible(!isHidden); mCtrlMaxParticle->setVisible(!isHidden); mCtrlPostProcess->setVisible(!isHidden); mLODFactorText->setVisible(!isHidden); mFlexFactorText->setVisible(!isHidden); mTreeFactorText->setVisible(!isHidden); mAvatarFactorText->setVisible(!isHidden); mAvatarPhysicsFactorText->setVisible(!isHidden); mTerrainFactorText->setVisible(!isHidden); mSkyFactorText->setVisible(!isHidden); mPostProcessText->setVisible(!isHidden); mCtrlTransparentWater->setVisible(!isHidden); mCtrlBumpShiny->setVisible(!isHidden); mCtrlWindLight->setVisible(!isHidden); mCtrlAvatarVP->setVisible(!isHidden); mCtrlShaderEnable->setVisible(!isHidden); mCtrlAvatarImpostors->setVisible(!isHidden); mCtrlNonImpostors->setVisible(!isHidden); mCtrlAvatarCloth->setVisible(!isHidden); mCtrlLightingDetail2->setVisible(!isHidden); mCtrlAmbientOcc->setVisible(!isHidden); mRadioTerrainDetail->setVisible(!isHidden); mCtrlReflectionDetail->setVisible(!isHidden); mCtrlTerrainScale->setVisible(!isHidden); mCtrlDeferred->setVisible(!isHidden); mCtrlDeferredDoF->setVisible(!isHidden); mCtrlShadowDetail->setVisible(!isHidden); // text boxes mShaderText->setVisible(!isHidden); mReflectionText->setVisible(!isHidden); mAvatarText->setVisible(!isHidden); mTerrainText->setVisible(!isHidden); mDrawDistanceMeterText1->setVisible(!isHidden); mDrawDistanceMeterText2->setVisible(!isHidden); mShadowDetailText->setVisible(!isHidden); mTerrainScaleText->setVisible(!isHidden); // hide one meter text if we're making things visible if(!isHidden) { updateMeterText(); } mMeshDetailText->setVisible(!isHidden); } void LLPanelDisplay::cancel() { gSavedSettings.setBOOL("FullScreenAutoDetectAspectRatio", mFSAutoDetectAspect); gSavedSettings.setF32("FullScreenAspectRatio", mAspectRatio); gSavedSettings.setU32("RenderQualityPerformance", mQualityPerformance); gSavedSettings.setBOOL("RenderCustomSettings", mCustomSettings); gSavedSettings.setBOOL("RenderTransparentWater", mTransparentWater); gSavedSettings.setBOOL("RenderObjectBump", mBumpShiny); gSavedSettings.setBOOL("VertexShaderEnable", mShaderEnable); gSavedSettings.setBOOL("WindLightUseAtmosShaders", mWindLight); gSavedSettings.setBOOL("RenderAvatarVP", mAvatarVP); gSavedSettings.setBOOL("RenderDeferred", mDeferred); gSavedSettings.setBOOL("RenderDepthOfField", mDeferredDoF); gSavedSettings.setS32("RenderReflectionDetail", mReflectionDetail); gSavedSettings.setS32("RenderShadowDetail", mShadowDetail); gSavedSettings.setF32("RenderTerrainScale", mTerrainScale); gSavedSettings.setBOOL("RenderUseImpostors", mAvatarImpostors); gSavedSettings.setS32("RenderAvatarMaxVisible", mNonImpostors); gSavedSettings.setBOOL("RenderAvatarCloth", mAvatarCloth); gSavedSettings.setBOOL("RenderLocalLights", mLocalLights); gSavedSettings.setS32("RenderTerrainDetail", mTerrainDetail); gSavedSettings.setF32("RenderFarClip", mRenderFarClip); gSavedSettings.setF32("RenderVolumeLODFactor", mPrimLOD); gSavedSettings.setF32("RenderFlexTimeFactor", mFlexLOD); gSavedSettings.setF32("RenderTreeLODFactor", mTreeLOD); gSavedSettings.setF32("RenderAvatarLODFactor", mAvatarLOD); gSavedSettings.setF32("RenderTerrainLODFactor", mTerrainLOD); gSavedSettings.setU32("WLSkyDetail", mSkyLOD); gSavedSettings.setS32("RenderMaxPartCount", mParticleCount); gSavedSettings.setS32("RenderGlowResolutionPow", mPostProcess); // Hardware tab gSavedSettings.setBOOL("RenderVBOEnable", mUseVBO); gSavedSettings.setBOOL("RenderUseFBO", mUseFBO); gSavedSettings.setBOOL("RenderAnisotropic", mUseAniso); gSavedSettings.setU32("RenderFSAASamples", mFSAASamples); gSavedSettings.setF32("RenderGamma", mGamma); gSavedSettings.setS32("TextureMemory", mVideoCardMem); gSavedSettings.setF32("RenderFogRatio", mFogRatio); } void LLPanelDisplay::apply() { U32 fsaa_value = childGetValue("fsaa").asInteger(); bool apply_fsaa_change = !gSavedSettings.getBOOL("RenderUseFBO") && (mFSAASamples != fsaa_value); gSavedSettings.setU32("RenderFSAASamples", fsaa_value); applyResolution(); // Only set window size if we're not in fullscreen mode if (mCtrlWindowed->get()) { applyWindowSize(); } // Hardware tab //Still do a bit of voodoo here. V2 forces restart to change FSAA with FBOs off. //Let's not do that, and instead do pre-V2 FSAA change handling for that particular case if(apply_fsaa_change) { bool logged_in = (LLStartUp::getStartupState() >= STATE_STARTED); LLWindow* window = gViewerWindow->getWindow(); LLCoordScreen size; window->getSize(&size); LLGLState::checkStates(); LLGLState::checkTextureChannels(); gViewerWindow->changeDisplaySettings(window->getFullscreen(), size, gSavedSettings.getBOOL("DisableVerticalSync"), logged_in); LLGLState::checkStates(); LLGLState::checkTextureChannels(); } } void LLPanelDisplay::onChangeQuality(LLUICtrl* caller) { LLSlider* sldr = dynamic_cast(caller); if(sldr == NULL) { return; } U32 set = (U32)sldr->getValueF32(); LLFeatureManager::getInstance()->setGraphicsLevel(set, true); LLFloaterPreference::refreshEnabledGraphics(); refresh(); } void LLPanelDisplay::onChangeCustom() { LLFloaterPreference::refreshEnabledGraphics(); } void LLPanelDisplay::applyResolution() { gGL.flush(); char aspect_ratio_text[ASPECT_RATIO_STR_LEN]; /*Flawfinder: ignore*/ if (mCtrlAspectRatio->getCurrentIndex() == -1) { // *Can't pass const char* from c_str() into strtok strncpy(aspect_ratio_text, mCtrlAspectRatio->getSimple().c_str(), sizeof(aspect_ratio_text) -1); /*Flawfinder: ignore*/ aspect_ratio_text[sizeof(aspect_ratio_text) -1] = '\0'; char *element = strtok(aspect_ratio_text, ":/\\"); if (!element) { mAspectRatio = 0.f; // will be clamped later } else { LLLocale locale(LLLocale::USER_LOCALE); mAspectRatio = (F32)atof(element); } // look for denominator element = strtok(NULL, ":/\\"); if (element) { LLLocale locale(LLLocale::USER_LOCALE); F32 denominator = (F32)atof(element); if (denominator != 0.f) { mAspectRatio /= denominator; } } } else { mAspectRatio = (F32)mCtrlAspectRatio->getValue().asReal(); } // presumably, user entered a non-numeric value if aspect_ratio == 0.f if (mAspectRatio != 0.f) { mAspectRatio = llclamp(mAspectRatio, 0.2f, 5.f); gSavedSettings.setF32("FullScreenAspectRatio", mAspectRatio); } // Screen resolution S32 num_resolutions; LLWindow::LLWindowResolution* supported_resolutions = gViewerWindow->getWindow()->getSupportedResolutions(num_resolutions); U32 resIndex = mCtrlFullScreen->getCurrentIndex(); gSavedSettings.setS32("FullScreenWidth", supported_resolutions[resIndex].mWidth); gSavedSettings.setS32("FullScreenHeight", supported_resolutions[resIndex].mHeight); gViewerWindow->requestResolutionUpdate(!mCtrlWindowed->get()); send_agent_update(TRUE); // Update enable/disable refresh(); } // Extract from strings of the form " x ", e.g. "640 x 480". bool LLPanelDisplay::extractWindowSizeFromString(const std::string& instr, U32 &width, U32 &height) { using namespace boost; cmatch what; const regex expression("([0-9]+) x ([0-9]+)"); if (regex_match(instr.c_str(), what, expression)) { width = atoi(what[1].first); height = atoi(what[2].first); return true; } width = height = 0; return false; } void LLPanelDisplay::applyWindowSize() { if (mCtrlWindowSize->getVisible() && (mCtrlWindowSize->getCurrentIndex() != -1)) { U32 width = 0; U32 height = 0; if (extractWindowSizeFromString(mCtrlWindowSize->getValue().asString().c_str(), width,height)) { LLViewerWindow::movieSize(width, height); } } } void LLPanelDisplay::onCommitWindowedMode() { refresh(); } void LLPanelDisplay::onCommitAutoDetectAspect(const LLSD& value) { BOOL auto_detect = value.asBoolean(); F32 ratio; if (auto_detect) { S32 numerator = 0; S32 denominator = 0; // clear any aspect ratio override gViewerWindow->mWindow->setNativeAspectRatio(0.f); fractionFromDecimal(gViewerWindow->mWindow->getNativeAspectRatio(), numerator, denominator); std::string aspect; if (numerator != 0) { aspect = llformat("%d:%d", numerator, denominator); } else { aspect = llformat("%.3f", gViewerWindow->mWindow->getNativeAspectRatio()); } mCtrlAspectRatio->setLabel(aspect); ratio = gViewerWindow->mWindow->getNativeAspectRatio(); gSavedSettings.setF32("FullScreenAspectRatio", ratio); } } void LLPanelDisplay::onKeystrokeAspectRatio() { mCtrlAutoDetectAspect->set(FALSE); } void LLPanelDisplay::onSelectAspectRatio() { mCtrlAutoDetectAspect->set(FALSE); } //static void LLPanelDisplay::fractionFromDecimal(F32 decimal_val, S32& numerator, S32& denominator) { numerator = 0; denominator = 0; for (F32 test_denominator = 1.f; test_denominator < 30.f; test_denominator += 1.f) { if (fmodf((decimal_val * test_denominator) + 0.01f, 1.f) < 0.02f) { numerator = llround(decimal_val * test_denominator); denominator = llround(test_denominator); break; } } } void LLPanelDisplay::onVertexShaderEnable() { LLFloaterPreference::refreshEnabledGraphics(); } //static void LLPanelDisplay::setHardwareDefaults() { LLFeatureManager::getInstance()->applyRecommendedSettings(); LLControlVariable* controlp = gSavedSettings.getControl("RenderAvatarMaxVisible"); if (controlp) { controlp->resetToDefault(true); } LLFloaterPreference::refreshEnabledGraphics(); } //static void LLPanelDisplay::updateSliderText(LLUICtrl* ctrl, LLTextBox* text_box) { // get our UI widgets LLSliderCtrl* slider = dynamic_cast(ctrl); if(text_box == NULL || slider == NULL) { return; } //Hack to display 'Off' for avatar physics slider. if(slider->getName() == "AvatarPhysicsDetail" && !slider->getValueF32()) { text_box->setText(std::string("Off")); return; } // get range and points when text should change F32 range = slider->getMaxValue() - slider->getMinValue(); llassert(range > 0); F32 midPoint = slider->getMinValue() + range / 3.0f; F32 highPoint = slider->getMinValue() + (2.0f * range / 3.0f); // choose the right text if(slider->getValueF32() < midPoint) { text_box->setText(std::string("Low")); } else if (slider->getValueF32() < highPoint) { text_box->setText(std::string("Mid")); } else if(slider->getValueF32() < slider->getMaxValue()) { text_box->setText(std::string("High")); } else { text_box->setText(std::string("Max")); } } void LLPanelDisplay::updateMeterText() { // toggle the two text boxes based on whether we have 2 or 3 digits F32 val = mCtrlDrawDistance->getValueF32(); bool two_digits = val < 100; mDrawDistanceMeterText1->setVisible(two_digits); mDrawDistanceMeterText2->setVisible(!two_digits); }